Player Identification for Collectible Card Games with Dynamic Game States

Logan Fields, John Licato
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Abstract

Collectible card games are a fruitful test space for studying resource allocation and battle strategy, given that their structures promote reactionary combat styles and allow players to obtain variable amounts of combat power by expending fixed resources. However, their large action spaces also allow for flexibility in play styles, thus facilitating behavioral analysis at the individual level rather than the aggregate level. When presented with the same options and the same amount of resources, a player's selection of cards and their choice of moves gives insight into their unique play style and decision-making tendencies. As such, we use the virtual collectible card game Legends of Code and Magic to determine whether we can identify a player from their actions and, conversely, predict the future actions of a known player. Our main contributions to this task are the creation of a comprehensive dataset of Legends of Code and Magic game states and actions, as well as the first use of large transformer-based language models to address this problem.
具有动态游戏状态的可收集卡片游戏的玩家识别
收集卡牌游戏是研究资源分配和战斗策略的有效测试空间,因为它们的结构促进了反动的战斗风格,并允许玩家通过消耗固定资源获得不同数量的战斗力量。然而,它们的大行动空间也允许游戏风格的灵活性,从而促进个体层面的行为分析,而不是整体层面。当呈现给玩家相同的选择和相同数量的资源时,玩家对纸牌的选择和他们对移动的选择能够让我们了解他们独特的游戏风格和决策倾向。因此,我们使用虚拟的卡牌游戏《Code and Magic Legends》来确定我们是否能够从玩家的行为中识别出他们,并反过来预测已知玩家的未来行为。我们对这项任务的主要贡献是创建了《代码传奇》和《万智牌》游戏状态和动作的综合数据集,以及首次使用大型基于转换器的语言模型来解决这个问题。
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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