Proceedings of the 2018 Federated Conference on Computer Science and Information Systems 2018
DOI: 10.15439/2018f365
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A Neural Network Approach to Hearthstone Win Rate Prediction

Abstract: This paper describes a solution to the AAIA'18 data mining challenge, which concerns prediction of win rates for decks in Hearthstone collectible card game. A neural network model assigning win rate to decks is learned based on maximisation of log probability of observed match results. A representation of deck contents is based on a second network, which performs the role of a dual-task encoder. Two tasks learned by the encoding networks are encoding decks in such a way that the full deck can be reconstructed,… Show more

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Cited by 4 publications
(4 citation statements)
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“…Indeed there have been two Data Mining Challenges (AAIA'17 3 and AAIA'18 4 ) using this game as a test-bed. However, the 2017 Challenge and the derived papers [18,19] were devoted to help the AI win the game, whereas the 2018 edition and related papers [20,21] had the aim to predict the win-rates for specific decks. Regarding this, [22] used decks archetypes for the prediction of battle outcomes, creating clusters, and predicting the win-rates comparing their similarity with standard archetype decks.…”
Section: State Of the Artmentioning
confidence: 99%
“…Indeed there have been two Data Mining Challenges (AAIA'17 3 and AAIA'18 4 ) using this game as a test-bed. However, the 2017 Challenge and the derived papers [18,19] were devoted to help the AI win the game, whereas the 2018 edition and related papers [20,21] had the aim to predict the win-rates for specific decks. Regarding this, [22] used decks archetypes for the prediction of battle outcomes, creating clusters, and predicting the win-rates comparing their similarity with standard archetype decks.…”
Section: State Of the Artmentioning
confidence: 99%
“…As a result, many works train AI agents to play Hearthstone [16][17][18][19][20][21][22][23][24][25]. Other works predict the result of a game given a partial log of games [26,27] or predict the archetype of a deck from the first round of the game [28]. Previous work [29] demonstrates that quality diversity algorithms can generate a collection of Hearthstone agents with diverse strategies for a single deck.…”
Section: Background 21 Hearthstone and Automated Deckbuildingmentioning
confidence: 99%
“…After the inner-loop runs 𝑛 iterations, we return to the outer loop. We extract all elites from the surrogate archive 𝑀 𝑠 and evaluate them on the Hearthstone to obtain ground-truth predictions 𝑓 , m, and 𝛼 (lines [22][23][24][25][26][27]. These decks and their ground-truth data get added to both the training data buffer for the surrogate model (line 24) and the outer loop's ground truth archive (line 25).…”
Section: Inner and Outer Loopsmentioning
confidence: 99%
“…The same approach, training on human or machine gameplay logs, would also work for constructing an action recommender. Win-rate predictors for Hearthstone have been the focus of previous research [29], driven specially by the AAIA Data Mining Competition [31]. In general, a good starting point for this type of gameplay assistance systems would be a game-playing algorithm; a significant research challenge though, is which information to present to the player and how.…”
Section: Gameplay Assistancementioning
confidence: 99%