@HBuddy0 afaik the api changed in beta a little bit, so i have to fix that, but the changes arent public/hankerspace didnt sended they to me yet.
@jack
to calculate only p1 and p2's turn just setv
int twotsamount = 0;
then only this variable
int amountBoardsInEnemyTurnSim= 40;
is interesting for you!
(the others are ignored)
Q1 what I need to changeto make it calculate (Turn one) only player 1 andplayer 2 (enemy response) .(Type A ).?
Q2 what I need to changeto make it calculate (turn oneandturn two )only player1 andplayer2 (enemy response) player 1andplayer 2 (enemyresponse ).(Type B) whileI amat (I amhere ) . ?
for simulating player 1's turn, p2's reaponse and p1's second turn + p2's response to that, you have to use these settings:
int mxwde = 3000; //or more
int twotsamount = 500; // or more
bool enemySecondTurnSim = true;
int amountBoardsInEnemyTurnSim= 40;//or more
int amountBoardsInEnemyTurnSimSecondStepp= 200;
int amountBoardsInEnemySecondTurnSim = 20;
int nextturnsimDeep = 6;
int nextturnsimMaxWidth= 20;
int nexttunsimMaxBoards = 200;
the nextturnsimDeep = 6;
means that the ai will search the best result that requires a maximum of 6 actions in your second turn. so if you have some cards and 7 minions ready to attack, the ai will not attack with each minion (every attack, use of heropower or playing a card is one action). i didnt set it to high, because i think that 6 actions is enough for the second turn.
can you post the log of kelthu? ai knows that the minion is reveived.