3,875 research outputs found

    Evolving card sets towards balancing dominion

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    In this paper we use the popular card game Dominion as a complex test-bed for the generation of interesting and balanced game rules. Dominion is a trading-card-like game where each card type represents a different game mechanic. Each playthrough only features ten different cards, the selection of which can form a new game each time. We compare and analyse three different agents that are capable of playing Dominion on different skill levels and use three different fitness functions to generate balanced card sets. Results reveal that there are particular cards of the game that lead to balanced games independently of player skill and behaviour. The approach taken could be used to balance other games with decomposable game mechanics.peer-reviewe

    Fifth Aeon – A.I Competition and Balancer

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    Collectible Card Games (CCG) are one of the most popular types of games in both digital and physical space. Despite their popularity, there is a great deal of room for exploration into the application of artificial intelligence in order to enhance CCG gameplay and development. This paper presents Fifth Aeon a novel and open source CCG built to run in browsers and two A.I applications built upon Fifth Aeon. The first application is an artificial intelligence competition run on the Fifth Aeon game. The second is an automatic balancing system capable of helping a designer create new cards that do not upset the balance of an existing collectible card game. The submissions to the A.I competition include one that plays substantially better than the existing Fifth Aeon A.I with a higher winrate across multiple game formats. The balancer system also demonstrates an ability to automatically balance several types of cards against a wide variety of parameters. These results help pave the way to cheaper CCG development with more compelling A.I opponents

    Survey of Artificial Intelligence for Card Games and Its Application to the Swiss Game Jass

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    In the last decades we have witnessed the success of applications of Artificial Intelligence to playing games. In this work we address the challenging field of games with hidden information and card games in particular. Jass is a very popular card game in Switzerland and is closely connected with Swiss culture. To the best of our knowledge, performances of Artificial Intelligence agents in the game of Jass do not outperform top players yet. Our contribution to the community is two-fold. First, we provide an overview of the current state-of-the-art of Artificial Intelligence methods for card games in general. Second, we discuss their application to the use-case of the Swiss card game Jass. This paper aims to be an entry point for both seasoned researchers and new practitioners who want to join in the Jass challenge

    Symbolic Reasoning for Hearthstone

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    Trading-Card-Games are an interesting problem domain for Game AI, as they feature some challenges, such as highly variable game mechanics, that are not encountered in this intensity in many other genres. We present an expert system forming a player-level AI for the digital Trading-Card-Game Hearthstone. The bot uses a symbolic approach with a semantic structure, acting as an ontology, to represent both static descriptions of the game mechanics and dynamic game-state memories. Methods are introduced to reduce the amount of expert knowledge, such as popular moves or strategies, represented in the ontology, as the bot should derive such decisions in a symbolic way from its knowledge base. We narrow down the problem domain, selecting the relevant aspects for a play-to-win bot approach and comparing an ontology-driven approach to other approaches such as machine learning and case-based reasoning. Upon this basis, we describe how the semantic structure is linked with the game-state and how different aspects, such as memories, are encoded. An example will illustrate how the bot, at runtime, uses rules and queries on the semantic structure combined with a simple utility system to do reasoning and strategic planning. Finally, an evaluation is presented that was conducted by fielding the bot against the stock “Expert” AI that Hearthstone is shipped with, as well as Human opponents of various skill levels in order to assess how well the bot plays. Evaluating how believable the bot reasons is assessed through a Pseudo-Turing test
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