HoningStone:基于珩磨理论创造一款数字纸牌游戏的创造性组合

L. F. Góes, Alysson Ribeiro da Silva, João Saffran, Alvaro Amorim, Celso França, Tiago Zaidan, Bernardo M. P. Olímpio, L. O. Alves, Hugo Morais, Shirley Luana, Carlos Martins
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引用次数: 17

摘要

近年来,网络数字游戏已经摆脱了娱乐来源的地位,成为专业的电子竞技运动。全球锦标赛为不同游戏类别的最佳竞争者和/或团队提供高达数百万美元的奖金,如数字收集卡牌游戏(DCCG),多人在线战斗竞技场等。暴雪娱乐的《炉石传说》是一款拥有数百万玩家的DCCG游戏。在这款游戏中,个体玩家轮流进行一对一的比赛,直到其中一名玩家被击败。在这款游戏中最大的挑战便是创造一副纸牌和一种策略,并将这些纸牌结合在一起,从而与其他不了解自己的纸牌和策略的玩家进行竞争。这是一项艰巨的任务,需要深入了解每一张现有卡片,并在这个适应性很强的环境中发挥巨大的创造力,让对手大吃一惊。本文提出了一个名为HoningStone的计算系统,它可以根据创造力的珩磨理论自动生成创造性的纸牌组合。我们的实验结果表明,HoningStone可以生成比由创造力度量驱动的贪婪随机算法更具创造性的组合。
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HoningStone: Building Creative Combos With Honing Theory for a Digital Card Game
In recent years, online digital games have left behind the status of entertainment sources to become also professional electronic sports. Worldwide championships offer prizes up to millions of dollars for the best competitors and/or teams among different game categories such as digital collectible card games (DCCG), multiplayer online battle arena, etc. Hearthstone, by Blizzard Entertainment, is a DCCG that has an increasing number of players up to the millions. In this game, individual players compete in one-versus-one matches in alternating turns, until a player is defeated. The greatest challenge in this game is to build a deck of cards and a strategy to combine these cards in order to be competitive against other players without a priori knowledge about their decks and strategies. This is a daunting task that requires deep knowledge of each existing card and great amount of creativity to surprise adversaries in this very adaptive environment. This paper presents a computational system, called HoningStone, that automatically generates creative card combos based on the honing theory of creativity. Our experimental results show that HoningStone can generate combos that are more creative than a greedy randomized algorithm driven by a creativity metric.
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来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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