It’s all RNG. That’s the downside of autoplay. Since there are 3 enemies, odds are it will hit the “wrong” one 66% of the time. That allows for a lot of bad luck in a row to show up.
True, I think there is no ‘intelligence gathering’ in the programming.
AI is supposed to learn how the player plays & play accordingly (match the individual’s style).
This is just ‘match 3’ programming (in layman terms).
Other areas - always exploding dragon heads, missing diamond formation, etc etc
AI is just the latest buzzword being bandied for poor programming
My advice is don’t look at yah phone when yah auto play… Have sound up just enough so you knoe the stage is over… If your looking at your phone you might aswell play really… as Al missing diamond combo… hero’s usings specials when a mob has low heath… Hit 3 will hit the lone on the corner it will drive yah nuts
Not sure if it’s always been this way, but I don’t think the AI targeting is pure RNG. That is, I feel like heroes on defense may take HP or mana charge into account when targeting (please correct me if I’m wrong, but I’d be surprised if it’s truly random).
That being said, it seems like some basic logic could be implemented and improved over time, especially around “hit 3” and “target + nearby” heroes. Seems pretty basic to avoid hitting edges, or maybe get a little more sophisticated and allow edges when avoiding a riposte, for example. No issues with tile selection being sub-optimal on auto, but target selection could be easily improved and that would (I assume) benefit defenses too.
Deciding the target randomly gets the job done. The problem with “basic logic” is that it’s really dependent on understanding the situation and adapting to it. They don’t want to program that into the game. I can think of situations, like avoiding reflect damage, where a 3-hit hero would want to target the flank. The game can’t make too many choices like that. Random is fine.