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TCGON
TCGON AI

Read legal actions, test future states, choose the next move.

The game engine enforces the rules while the AI compares actions. Game-specific behavior lives in a Strategy Profile and runs through one shared AI runtime.

The current focus is improving win paths, resource allocation, and search speed together. AI behavior and evaluation rules remain under active development.

ENGINE
AVAILABLE ACTIONS
HUMANAI
COMMAND PIPELINE
GAME STATE
Architecture

Overall AI architecture

Ten components connect across three layers: inputs, reasoning, and execution and improvement.

01

Inputs

  1. Strategy profile
  2. Visible state
  3. Legal actions
  4. Action candidates
02

Reasoning

  1. Game plan
  2. Resource use
  3. Sequence search
  4. Opponent response
03

Execution & improvement

  1. Evaluate & execute
  2. Trace & improve

Decision principles

The engine guarantees legality

The AI compares only legal commands generated by the engine instead of duplicating the rules.

Only public information

The AI never reads the opponent's hidden hand. It estimates ranges from hand size and revealed cards.

Configuration defines game differences

Search limits and defense policies come from configuration, without game-ID branching in the shared runtime.

Decisions are reproducible

Candidates, rejection reasons, search performance, and outcomes are recorded in a decision trace.

Components

Ten components

  1. 01

    Strategy profile

    Defines search limits, plan archetypes, resource and defense policies, and feature toggles by game.

  2. 02

    Visible state

    Converts the board, hand size, life, resources, status, turn, and phase into decision inputs.

  3. 03

    Legal actions

    The game engine generates commands that are valid in the current state.

  4. 04

    Action candidates

    Normalizes attacks, resource attachment, card play, defense, and no-response choices for comparison.

  5. 05

    Game plan

    Reconsiders primary, fallback, and emergency plans as the game changes.

  6. 06

    Resource use

    Compares board development and effective attacks as one action sequence.

  7. 07

    Sequence search

    Tests multiple actions in cloned states and keeps promising sequences.

  8. 08

    Opponent response

    Models strong opponent defenses including blockers and counters.

  9. 09

    Evaluate & execute

    Compares outcome, plan progress, pressure, and future value in priority order.

  10. 10

    Trace & improve

    Replays decision history to improve settings, search limits, and card-effect definitions.

Strategy Profile

Game-specific Strategy Profiles and one shared runtime

The same AI runtime can use different reasoning policies and search limits for each TCG. Profiles are validated and normalized before entering the shared runtime.

Profile

  • Search limits
  • Plan archetypes
  • Resource and defense policies
  • Feature toggles

Shared runtime

  • Decision inputs
  • Action search
  • Defense policy
  • Choice resolution
  • LLM integration
  • Decision trace
Engine boundary

Visible state and legal actions

The AI receives visibility-filtered decision inputs and legal actions generated by the engine. It does not read arbitrary game state. Every cloned state regenerates its own legal actions during search.

  • Effective BP
  • Ready / used
  • Blockers
  • Counter estimate
  • Next-turn resources
Planning

Plans and resource allocation

The AI does more than play the highest-cost card. It compares how board development and attacks advance the active plan.

Primary plan

Apply sustained pressure to the opponent's life

Fallback plan

Develop the board and maintain the resource curve

Emergency plan

Protect life and remove threats from the opponent's board

Resource planning

A 7 DON!! action sequence

One candidate plays a 5-cost character, then attaches the remaining 2 DON!! to turn a low-BP card into an effective attack.

DDDDDDD
5 DON!!
2 DON!!
  • Add one character to the board
  • Force one life or counter decision
  • Preserve an attacker for the next turn
Search

Multi-step search with cloned states

The AI clones the current state and tests attacks, resource attachment, card play, opponent responses, and follow-up actions. It avoids duplicate work and keeps promising sequences.

Strategy Profiles can change these limits. A shared queue schedules heavy simulations across concurrent matches.

Depth
5
States
48
Branches
6
Time
5 sec
Opponent model

Opponent response and worst-case evaluation

The AI assumes the opponent chooses the strongest available block or counter, then compares sequences that still hold. Estimates never become certain information.

  • Hand size
  • Counters used
  • Revealed cards
  • Trash
Evaluation

Qualitative evaluation and execution control

The AI does not collapse every decision into one fixed score. It compares sequences using priorities and independent dimensions, executes only the first action, then evaluates the resulting state again.

  1. 1Win now or avoid defeat
  2. 2Advance the active plan
  3. 3Pressure life, hand, and blockers
  4. 4Preserve board, hand, and next-turn value
  • Board value
  • Life pressure
  • DON!! efficiency
  • Next-turn value
  • Removal risk
JSONL decision trace

Decision traces and continuous improvement

A JSONL decision trace records candidates and rationale, actual state transitions, search time, and states explored. Match logs make decisions reproducible and support settings and regression-test improvements.

  1. 01

    Decide

  2. 02

    Execute

  3. 03

    Measure

  4. 04

    Improve

Decision traces never record hidden information.