Exploring Deep Reinforcement Learning for Battling in Collectible Card Games

R. Vieira, A. Tavares, L. Chaimowicz
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引用次数: 1

Abstract

Collectible card games (CCGs), such as Magic: the Gathering and Hearthstone, are a challenging domain where game-playing AI arguably has not yet reached human-level performance. We propose a deep reinforcement learning approach to battling in CCGs, using Legends of Code and Magic, a CCG designed for AI research, as a testbed. To do so, we formulate the battles as a Markov decision process, train agents to solve it, and evaluate them against two existing agents of different skill levels. Contrasting with the current state-of-the-art, our resulting agents act fast and can play many battles per second, despite their limited performance. We identify limitations and discuss several promising directions for improvement.
探索深度强化学习在可收集卡片游戏中的战斗
像《万智牌》和《炉石传说》等可收集卡牌游戏(ccg)是一个具有挑战性的领域,在这些领域中,游戏AI还没有达到人类的水平。我们提出了一种深度强化学习方法,用于CCG中的战斗,使用为AI研究设计的CCG《代码与魔法传奇》作为测试平台。为此,我们将战斗制定为马尔可夫决策过程,训练代理来解决它,并对两个不同技能水平的现有代理进行评估。与目前最先进的技术相比,我们得到的智能体行动迅速,每秒可以进行多次战斗,尽管它们的性能有限。我们确定了局限性,并讨论了几个有希望的改进方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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