Monte Carlo search applied to card selection in Magic: The Gathering

C. D. Ward, P. Cowling
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引用次数: 57

Abstract

We present the card game Magic: The Gathering as an interesting test bed for AI research. We believe that the complexity of the game offers new challenges in areas such as search in imperfect information domains and opponent modelling. Since there are a thousands of possible cards, and many cards change the rules to some extent, to successfully build AI for Magic: The Gathering ultimately requires a rather general form of game intelligence (although we only consider a small subset of these cards in this paper). We create a range of players based on stochastic, rule-based and Monte Carlo approaches and investigate Monte Carlo search with and without the use of a sophisticated rule-based approach to generate game rollouts. We also examine the effect of increasing numbers of Monte Carlo simulations on playing strength and investigate whether Monte Carlo simulations can enable an otherwise weak player to overcome a stronger rule-based player. Overall, we show that Monte Carlo search is a promising avenue for generating a strong AI player for Magic: The Gathering.
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蒙特卡罗搜索应用于万智牌的纸牌选择
我们将纸牌游戏《万智牌》作为AI研究的有趣测试平台。我们认为,游戏的复杂性为不完全信息域的搜索和对手建模等领域提供了新的挑战。因为有成千上万张可能的卡牌,而且许多卡牌在某种程度上改变了规则,所以要成功地为《万智牌》构建AI,最终需要一种相当普遍的游戏智能形式(尽管我们在本文中只考虑这些卡牌的一小部分)。我们基于随机、基于规则和蒙特卡罗方法创建了一系列玩家,并研究了蒙特卡罗搜索是否使用了复杂的基于规则的方法来生成游戏展示。我们还研究了越来越多的蒙特卡罗模拟对比赛强度的影响,并研究蒙特卡罗模拟是否能使一个原本较弱的球员战胜一个更强的基于规则的球员。总的来说,我们表明蒙特卡洛搜索是为《万智牌》生成强大AI玩家的一个有前途的途径。
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