2018 IEEE Conference on Computational Intelligence and Games (CIG) 2018
DOI: 10.1109/cig.2018.8490430
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Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps

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Cited by 5 publications
(3 citation statements)
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“…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!. Attempts have been made to digitize MtG via the open-source XMage client, but XMage implementation is large and not straightforward to automate: every single card type has at least one Java class, every possible effect has at least one function call, etc.…”
Section: Procedurementioning
confidence: 99%
“…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!. Attempts have been made to digitize MtG via the open-source XMage client, but XMage implementation is large and not straightforward to automate: every single card type has at least one Java class, every possible effect has at least one function call, etc.…”
Section: Procedurementioning
confidence: 99%
“…Games can be fundamentally rebalanced with even small changes to the rules [24], mechanics representation [13] or game content [32]. However, Hom and Marks [22] explore automated approaches to balancing through changing game rules until agents are able to play against each other with relatively equal winrates and few draws.…”
Section: Automated Deckbuilding and Playtestingmentioning
confidence: 99%
“…In this paper, we summarize the Strategy Card Game AI Competition (SCGAI) organized since 2019 at IEEE Congress on Evolutionary Computation and IEEE Conference on Games. The competition is based on Legends of Code and Magic (LOCM) [7] programming game, designed especially for fair AI vs. AI matches. LOCM is a small implementation of a CCG, and its advantage over the commercial CCG AI engines is that it is much simpler to handle and thus allows testing more sophisticated algorithms and quickly implementing theoretical ideas.…”
Section: Introductionmentioning
confidence: 99%