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Opponent Deck Prediction #6
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Somewhere in 2/3:
Somewhere in step 4 or later:
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That last one is very good, but I suspect extremely difficult to implement. It's pretty obvious in the Swipe example, but for it to apply across the spectrum of all cards we'd need to basically build a game state analyzer that determines the optimal play in a given scenario. I'd say that's much further down the line. |
Sorry, I'm new to github, is there a beta version of this feature available for download? |
A paper came out describing how to predict cards. That's the way to go... predict cards, not entire decks. https://cdn.elie.net/talks/I-am-a-legend-defcon-22-slides-final.pdf |
I've read that paper and some of the materials associated to it and my understanding is that you can predict the next card while his turn is active. This means that you cannot do anything while he is playing that card and the n-gram makes sense only after he played a card. This looks more like an exercise than a useful feature. |
So this is probably no longer a good idea (for this project). |
Officially logging this and assigning it to me, though anyone else can feel free to take.
Feature:
Depending on cards played, hero powers, and the hero class itself, use a database of known common deck archetypes to predict the most likely decklists for opponents.
Step 1:
Step 2:
Step 3:
Step 4:
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