{"title":"探索深度强化学习在可收集卡片游戏中的战斗","authors":"R. Vieira, A. Tavares, L. Chaimowicz","doi":"10.1109/SBGAMES56371.2022.9961110","DOIUrl":null,"url":null,"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.","PeriodicalId":154269,"journal":{"name":"2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Exploring Deep Reinforcement Learning for Battling in Collectible Card Games\",\"authors\":\"R. Vieira, A. Tavares, L. Chaimowicz\",\"doi\":\"10.1109/SBGAMES56371.2022.9961110\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":154269,\"journal\":{\"name\":\"2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)\",\"volume\":\"4 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-10-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SBGAMES56371.2022.9961110\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGAMES56371.2022.9961110","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Exploring Deep Reinforcement Learning for Battling in Collectible Card Games
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.