Deck Archetype Prediction in Hearthstone

Markus Eger, Pablo Sauma Chacón
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引用次数: 5

Abstract

Hearthstone is a competitive, online Collectible Card Game, in which players construct their own 30-card decks from hundreds of available cards. Different decks differ wildly in terms of their strategy, from very agressive decks that seek to attack the opponent early, to decks relying on certain combinations of cards, to decks that are focused on responding to the opponent’s and ending the game slowly. The player community has therefore given names to different deck archetypes, depending on the strategy they pursue. When playing the game, knowing which archetype the opponent’s deck is likely to have helps inform a player on how they should adapt their own strategy to best counter the opponent’s. In this paper we introduce the problem of predicting a player’s deck archetype from minimal information, in particular only from the actions they performed on their first turn. We discuss the relevance of this problem, and how it can help players adapt to the opponent’s strategy, as well as information that can be learned from it. While the information was intentionally chosen to be minimal, due to the nature of the game it still varies in size from game to game, which presents an additional challenge. We describe different approaches to handle this information and their performance applied to this problem, comparing standard statistical methods with Recurrent Neural Networks, and their relative trade-offs, in particular with regards to training time.
炉石中的牌组原型预测
《炉石传说》是一款竞争性的在线卡牌收集游戏,玩家可以从数百张可用卡牌中构建自己的30张卡组。不同的桥牌在策略上存在很大差异,从寻求尽早攻击对手的非常激进的桥牌,到依赖于特定纸牌组合的桥牌,再到专注于回应对手并缓慢结束游戏的桥牌。因此,玩家社区根据他们所追求的策略,为不同的桥牌原型命名。在玩游戏时,了解对手牌组可能拥有的原型有助于告知玩家应该如何调整自己的策略以最好地对抗对手。在本文中,我们介绍了基于最小信息预测玩家牌组原型的问题,特别是仅基于他们在第一个回合所执行的行动。我们讨论了这个问题的相关性,以及它如何帮助玩家适应对手的策略,以及从中可以学到的信息。虽然我们有意将信息选择得最少,但由于游戏的性质,不同游戏的信息大小也会有所不同,这就带来了额外的挑战。我们描述了处理这些信息的不同方法及其应用于该问题的性能,比较了标准统计方法和递归神经网络,以及它们的相对权衡,特别是在训练时间方面。
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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