基于遗传规划和蒙特卡罗树搜索的纸牌游戏策略设计:以《炉石传说》为例

Hao-Cheng Chia, Tsung-Su Yeh, T. Chiang
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引用次数: 1

摘要

本文讨论了数字收集卡牌游戏《炉石传说》(Hearthstone)的代理设计问题,这是一款双人回合制游戏。代理必须根据游戏状态、手牌和牌组来打牌,以击败对手。首先,通过遗传规划(genetic programming, GP)算法搜索董事会评价准则,设计基于规则的智能体;然后,我们将基于规则的智能体集成到蒙特卡罗树搜索(MCTS)框架中,生成高级智能体。通过在最近的两次《炉石传说》比赛中与三名参与者进行比赛,验证了所提议代理的性能。实验结果表明,gp智能体在竞争中可以击败简单的MCTS智能体和中级智能体。MCTS-GP代理商在竞争中表现出与最佳代理商的竞争表现。我们还研究了GP发现的规则,发现GP能够识别游戏状态的关键属性,并将它们自动组合成一个有用的规则。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing Card Game Strategies with Genetic Programming and Monte-Carlo Tree Search: A Case Study of Hearthstone
This paper addresses an agent design problem of a digital collectible card game, Hearthstone, which is a two-player turn-based game. The agent has to play cards based on the game state, the hand cards, and the deck of cards to defeat the opponent. First, we design a rule-based agent by searching for the board evaluation criterion through genetic programming (GP). Then, we integrate the rule-based agent into the Monte-Carlo tree search (MCTS) framework to generate an advanced agent. Performance of the proposed agents are verified by playing against three participants in two recent Hearthstone competitions. Experimental results showed that the GP-agent can beat a simple MCTS agent and the mid-level agent in the competition. The MCTS-GP agent showed competitive performance against the best agents in the competition. We also examine the rule found by GP and observed that GP is able to identify key attributes of game states and to combine them into a useful rule automatically.
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