Proceedings of the 14th International Conference on Agents and Artificial Intelligence 2022
DOI: 10.5220/0010806900003116
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Evolving Evaluation Functions for Collectible Card Game AI

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Cited by 4 publications
(3 citation statements)
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“…: choosing a play style, identifying patterns in the opponent's actions, and scaling based on difficulty (Hoover et al 2020). Furthermore, current best-known methods of approaching these challenges vary widely based on the game; simple tree searches have shown large improvements in AI performance on LoCM (Klasiński, Meller, and Witkowski 2020;Miernik and Kowalski 2022), but more complex games like Hearthstone require neural networks (Grad 2017) to assist player performance. Some CCGs, such as Hearthstone and Legends of Code and Magic (LoCM) (Kowalski and Miernik 2018), have been designed to play in an entirely digital form (thus reducing some of the logistics required to develop an AI), but these have significantly smaller spaces of card effects when compared to older physical card games such as MtG and Yu-Gi-Oh!.…”
Section: Procedurementioning
confidence: 99%
“…: choosing a play style, identifying patterns in the opponent's actions, and scaling based on difficulty (Hoover et al 2020). Furthermore, current best-known methods of approaching these challenges vary widely based on the game; simple tree searches have shown large improvements in AI performance on LoCM (Klasiński, Meller, and Witkowski 2020;Miernik and Kowalski 2022), but more complex games like Hearthstone require neural networks (Grad 2017) to assist player performance. Some CCGs, such as Hearthstone and Legends of Code and Magic (LoCM) (Kowalski and Miernik 2018), have been designed to play in an entirely digital form (thus reducing some of the logistics required to develop an AI), but these have significantly smaller spaces of card effects when compared to older physical card games such as MtG and Yu-Gi-Oh!.…”
Section: Procedurementioning
confidence: 99%
“…An approach tailored to the arena game mode in LOCM, extending EA with active genes to improve learning efficiency, was described in [26]. Another study analyzes the influence of representation and the choice of opponent used to test the model on the quality of learned heuristics [27].…”
Section: Ccg Deckbuilding and Game Balancingmentioning
confidence: 99%
“…As such, CCGs are a useful platform for examining resource allocation and rapid strategy development under pressure (Adinolf and Turkay 2011). However, their broad action spaces, imperfect information, and far-reaching planning structures also allow almost infinitely many possible decks and innovative multi-turn sequences, enabling the representation of individualized cognitive distinctions rather than generalized assumptions derived from the collective performance of numerous players (Miernik and Kowalski 2022;Yao et al 2022). This makes CCGs an appropriate medium for researching the intersections between AI, gaming, and security.…”
Section: Introductionmentioning
confidence: 99%