Hearthstone Battleground: An AI Assistant with Monte Carlo Tree Search

Namuunbadralt Zolboot, Quinn Johnson, Dakun Shen, Alexander Redei
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引用次数: 2

Abstract

We are in the golden age of AI. Developing AI software for computer games is one of the most exciting trends of today’s day and age. Recently games like Hearthstone Bat- tlegrounds have captivated millions of players due to it’s sophistication, with an infinite number of unique interactions that can occur in the game. In this research, a Monte-Carlo simulation was built to help players achieve higher ranks. This was achieved through a learned simulation which was trained against a top Hearthstone Battleground player’s historic win. In our experiment, we collected 3 data sets from strategic Hearthstone Bat- tleground games. Each data set includes 6 turns of battle phases, 42 minions for battle boards, and 22 minions for Bob’s tavern. The evaluation demonstrated that the AI assis- tant achieved better performance — loosing on average only 9.56% of turns vs 26.26% for the experienced Hearthstone Battleground players, and winning 56% vs 46.91%.
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炉石战场:一个AI助手与蒙特卡洛树搜索
我们正处于人工智能的黄金时代。为电脑游戏开发人工智能软件是当今最令人兴奋的趋势之一。最近,像《炉石传说:蝙蝠战场》这样的游戏因为其复杂性以及游戏中可能出现的无数独特互动而吸引了数百万玩家。在这项研究中,建立了一个蒙特卡洛模拟来帮助球员获得更高的排名。这是通过学习模拟来实现的,该模拟是针对顶级《炉石传说:战场》玩家的历史性胜利进行训练的。在我们的实验中,我们从战略游戏《炉石传说:蝙蝠战场》中收集了3个数据集。每个数据集包括6个回合的战斗阶段,42个小黄人的战斗板,22个小黄人的鲍勃的酒馆。评估表明,AI助手取得了更好的表现——平均只有9.56%的回合失败,而经验丰富的《炉石战场》玩家的回合失败率为26.26%,胜率为56%,而《炉石战场》玩家的回合失败率为46.91%。
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ARCH-COMP23 Category Report: Hybrid Systems Theorem Proving ARCH-COMP23 Category Report: Continuous and Hybrid Systems with Linear Continuous Dynamics ARCH-COMP23 Category Report: Continuous and Hybrid Systems with Nonlinear Dynamics ARCH-COMP23 Repeatability Evaluation Report ARCH-COMP23 Category Report: Artificial Intelligence and Neural Network Control Systems (AINNCS) for Continuous and Hybrid Systems Plants
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