14 research outputs found
Summarizing Strategy Card Game AI Competition
This paper concludes five years of AI competitions based on Legends of Code
and Magic (LOCM), a small Collectible Card Game (CCG), designed with the goal
of supporting research and algorithm development. The game was used in a number
of events, including Community Contests on the CodinGame platform, and Strategy
Card Game AI Competition at the IEEE Congress on Evolutionary Computation and
IEEE Conference on Games. LOCM has been used in a number of publications
related to areas such as game tree search algorithms, neural networks,
evaluation functions, and CCG deckbuilding. We present the rules of the game,
the history of organized competitions, and a listing of the participant and
their approaches, as well as some general advice on organizing AI competitions
for the research community. Although the COG 2022 edition was announced to be
the last one, the game remains available and can be played using an online
leaderboard arena
Balancing Wargames through Predicting Unit Point Costs
In tactical wargames, such as Warhammer 40K, two or more players control asymmetrical armies that include multiple units of different types and strengths. In these type of games, unit are assigned point costs, which are used to ensure that all players will control armies of similar strength. Players are provided with a total budget of points they can spend to purchase units that will be part of their army lists. Calculating the point value of individual units is a tedious manual process, which often requires long play-testing sessions and iterations of adjustments. In this paper, we propose an automated way of predicting these point costs using a linear regression approach. We use a multi-unit, turn-based, non-balanced game that has three asymmetric armies. We use Monte Carlo Tree Search agents to simulate the players, using different heuristics to emulate playing strategies. We present six different variants of our unit-point prediction algorithm, and we show how our best variant is able to almost reduce the unbalanced nature of the game by half
Rinascimento: Playing Splendor-Like Games with Event-Value Functions
In the realm of games research, artificial general intelligence algorithms often use score as the main reward signal for learning or playing actions. However, this has shown its limitations in scenarios where the rewards are very rare or absent until the end of the game. The problem is even more severe when the computational budget available is limited. This article proposes a new approach based on event logging: the game state triggers an event every time one of its features changes. These events are processed by an event-value function (EF) that assigns a value to a single action or a sequence. Experiments show that this approach can mitigate the problem of scarce rewards and improve the artificial intelligence performance compared with both the point-based heuristics and state-value functions. Furthermore, this represents a step forward in a finer control of the strategy adopted by the artificial agent, by describing a much richer and controllable behavioral space through EFs. Tuned EFs are able to neatly synthesize the relevance of the events in the game. Agents using an EF are also more robust when playing games with several opponents
An Ecosystem Framework for the Meta in Esport Games
This paper examines the evolving landscape of modern digital games, emphasizing their nature as live services that continually evolve and adapt. In addition to engaging with the core gameplay, players and other stakeholders actively participate in various game-related experiences, such as tournaments and streaming. This interplay forms a vibrant and intricate ecosystem, facilitating the construction and dissemination of knowledge about the game. Such knowledge flow, accompanied by resulting behavioral changes, gives rise to the concept of a video game meta. Within the competitive gaming context, the meta represents the strategic and tactical knowledge that goes beyond the fundamental mechanics of the game, enabling players to gain a competitive advantage. We present a review of the state-of-the-art of knowledge for game metas and propose a novel model for the meta knowledge structure and propagation that accounts for this ecosystem, based on a review of the academic literature and practical examples. By exploring the dynamics of knowledge exchange and its influence on gameplay, the review presented here sheds light on the intricate relationship between game evolution, player engagement, and the associated emergence of game meta
Looking for Archetypes: Applying Game Data Mining to Hearthstone Decks
Digital Collectible Cards Games such as Hearthstone have become a very
proli c test-bed for Arti cial Intelligence algorithms. The main researches
have focused on the implementation of autonomous agents (bots) able to effectively
play the game. However, this environment is also very attractive for
the use of Data Mining (DM) and Machine Learning (ML) techniques, for
analysing and extracting useful knowledge from game data. The objective
of this work is to apply existing Game Mining techniques in order to study
more than 600,000 real decks (groups of cards) created by players with many
di erent skill levels. Data visualisation and analysis tools have been applied,
namely, Graph representations and Clustering techniques. Then, an expert
player has conducted a deep analysis of the results yielded by these methods,
aiming to identify the use of standard - and well-known - archetypes de ned
by the players. The used methods will also make it possible for the expert to
discover hidden relationships between cards that could lead to nding better
combinations of them, enhancing players' decks or, otherwise, identify unbalanced
cards that could lead to a disappointing game experience. Moreover,
although this work is mostly focused on data analysis and visualization, the
obtained results can be applied to improve Hearthstone Bots' behaviour, e.g.
predicting opponent's actions after identifying a speci c archetype in his/her
deck.Spanish Government PID2020-113462RB-I00
PID2020-115570 GB-C22Junta de Andalucia B-TIC-402-UGR18
P18-RT-4830
A-TIC-608-UGR2