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Hearthstone deck-construction with a utility system

机译:Hearthstone甲板 - 建筑用公用事业系统

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摘要

Trading Card Games are turn-based games involving strategic planning, synergies and rather complex gameplay. An interesting aspect of this game domain is the strong influence of their metagame: in this particular case deck-construction. Before a game starts, players select which cards from a vast card pool they want to take into the current game session, defining their available options and a great deal of their strategy. We introduce an approach to do automatic deck construction for the digital Trading Card Game Hearthstone, based on a utility system utilizing several metrics to cover gameplay concepts such as cost effectiveness, the mana curve, synergies towards other cards, strategic parameters about a deck as well as data on how popular a card is within the community. The presented approach aims to provide useful information about a deck for a player-level AI playing the actual game session at runtime. Herein, the key use case is to store information on why cards were included and how they should be used in the context of the respective deck. Besides creating new decks from scratch, the algorithm is also capable of filling holes in existing deck skeletons, fitting an interesting use case for Human Hearthstone players: adapting a deck to their specific pool of available cards. After introducing the algorithms and describing the different utility sources used, we evaluate how the algorithm performs in a series of experiments filling holes in existing decks of the Hearthstone eSports scene.
机译:交易卡游戏是涉及战略规划,协同效应和相当复杂的游戏的基于转向的游戏。这个游戏领域的一个有趣方面是他们的Metagame的强烈影响:在这种特殊情况下,甲板建设。在游戏开始之前,玩家选择他们想要进入当前游戏会话的广大卡池中的卡,定义其可用选项以及他们的大量策略。我们介绍一种对数字交易牌游戏炉尾的自动甲板建设的方法,基于利用几个指标来涵盖诸如成本效益,法力曲线,对其他卡的协同作用,对甲板的战略参数等牌照概念进行了自动系统作为卡片在社区内的流行度的数据。呈现的方法旨在提供有关在运行时播放实际游戏会话的玩家级别AI甲板的有用信息。这里,密钥用例是存储有关为什么卡的信息包括为什么在相应甲板的上下文中应该如何使用它们。除了从头开始创建新的甲板外,该算法还能够在现有的甲板骨架中填充孔,适用于人类透镜运动员的有趣用例:将甲板调整到他们的特定可用卡池。引入的算法和描述中使用的不同实用程序源之后,我们评估了一系列的实验中,算法的执行方式填充在炉石电竞场景的现有甲板的孔。

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