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Utilizing Hybrid Information Sources to Learn Representations of Cards in Collectible Card Video Games

机译:利用混合信息来源以学习收藏卡片视频游戏中的卡片表示

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We investigate the problem of learning representations of cards in collectible card video games. Our goal is to utilize such representations in modeling contextual similarity between cards. When constructed appropriately, such similarity models can offer many benefits to players. In particular, one can employ them to recommend cheaper or more available card replacements in popular decks. To this end, we utilize some known NLP methods, such as word2vec and Latent Semantic Analysis, to extract card embeddings from their base characteristics and textual descriptions. We also propose two new approaches that make use of information regarding multiple decks constructed by the community of players and attempt to capture the notion of card interchangeability. We empirically validate the described methods and compare their performance using data obtained for two popular games, Hearthstone: Heroes of Warcraft and Clash Royale. In the experiments, we consider various representations of cards and then, we derive the corresponding similarities. To validate the compared methods, we check how consistent are the similarity measurements, which they produce with the assessments made by experienced players. Results of our analysis show that combining outcomes of methods that work with different sources of information, i.e., textual descriptions of individual cards and deck-specific card co-occurrences, can improve performance in the task of similarity assessment. Moreover, a clustering of cards in the constructed vector space can provide some interesting insights for the community of players. As already mentioned, it can be used to suggest replacements of cards that players lack in their collections or to indicate cards that are likely to deteriorate win chances of particular decks.
机译:我们调查收藏卡片视频游戏中卡片的学习陈述问题。我们的目标是利用卡片之间建模上下文相似性的这种表示。当适当地构建时,这种相似性模型可以为玩家提供许多好处。特别是,人们可以雇用他们推荐在流行甲板中的更便宜或更多可用卡替代品。为此,我们利用一些已知的NLP方法,例如Word2VEC和潜在语义分析,以从基本特征和文本描述中提取卡嵌入。我们还提出了两种新方法,即利用有关球员社区构建的多个甲板的信息,并试图捕捉卡互换性的概念。我们经验验证所描述的方法,并使用为两个流行的游戏,斯托斯通:魔兽和冲突royale的英雄的数据进行比较它们的性能。在实验中,我们考虑各种牌表示,然后,我们得出了相应的相似之处。为了验证比较方法,我们检查相似度测量的相似度如何,它们会产生经验丰富的参与者所作的评估。我们的分析结果表明,结合使用不同信息来源的方法结果,即单个卡和特定卡片共同发生的文本描述,可以提高相似度评估任务的性能。此外,构造的矢量空间中的卡片集群可以为球员社区提供一些有趣的见解。如上所述,它可以用来建议玩家缺乏收藏品的卡片的替代品或表示可能会恶化特定甲板的机会的卡片。

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