Current AI version uses cards/battlefield scores to make best choices (it's simulates game for current priority and tries all available actions, but targets/choices are same in all simulations). It's adds bad experience for users.
Example problem 1: AI boosts same creature all the time (it's most valuable for him) or try to destroy same opponent creature all the time (it's most dangerous for him).
Example problem 2: AI will not sacrifice own creatures/life for more powerful effects in the feature;
It's can be improved by adding error possibility. As example:
1% of errors (choose own creatures for bad effect and opponent's creatures for good effect);
10% of semi-random (boosts little creature instead big, destroy weak creature instead powerful).
Error possibility can be changed by computer level.
Current AI version uses cards/battlefield scores to make best choices (it's simulates game for current priority and tries all available actions, but targets/choices are same in all simulations). It's adds bad experience for users.
Example problem 1: AI boosts same creature all the time (it's most valuable for him) or try to destroy same opponent creature all the time (it's most dangerous for him). Example problem 2: AI will not sacrifice own creatures/life for more powerful effects in the feature;
It's can be improved by adding error possibility. As example: