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Monte Carlo Search Applied to Card Selection in Magic: The Gathering

机译:Monte Carlo搜索应用于魔术中的卡片选择:聚会

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We present the card game Magic: The Gathering as an interesting test bed for AI research. We believe that the complexity of the game offers new challenges in areas such as search in imperfect information domains and opponent modelling. Since there are a thousands of possible cards, and many cards change the rules to some extent, to successfully build AI for Magic: The Gathering ultimately requires a rather general form of game intelligence (although we only consider a small subset of these cards in this paper). We create a range of players based on stochastic, rule-based and Monte Carlo approaches and investigate Monte Carlo search with and without the use of a sophisticated rule-based approach to generate game rollouts. We also examine the effect of increasing numbers of Monte Carlo simulations on playing strength and investigate whether Monte Carlo simulations can enable an otherwise weak player to overcome a stronger rule-based player. Overall, we show that Monte Carlo search is a promising avenue for generating a strong AI player for Magic: The Gathering.
机译:我们展示了卡游戏魔术:聚集为AI研究的一个有趣的测试床。我们相信游戏的复杂性在寻找不完美信息域和对手建模等领域提供了新的挑战。由于有一千个可能的卡片,并且许多卡在一定程度上改变规则,以成功构建魔法:聚会最终需要一种相当一般的游戏智能形式(尽管我们只考虑这些卡片的小子集纸)。我们创建了一系列基于随机,规则的和蒙特卡罗方法的一系列播放器,并在不使用基于规则的基于规则的方法来生成游戏卷展览的情况下调查Monte Carlo搜索。我们还研究了越来越多的蒙特卡罗模拟对播放力量的影响,并调查蒙特卡罗模拟是否可以使较弱的球员克服更强的基于规则的球员。总的来说,我们展示了蒙特卡罗搜索是一个有希望的大道,用于为魔术产生强大的AI球员:聚会。

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