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Automated playtesting in collectible card games using evolutionary algorithms: A case study in hearthstone

机译:使用进化算法的可收藏纸牌游戏中的自动游戏测试:炉石传说中的案例研究

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Collectible card games have been among the most popular and profitable products of the entertainment industry since the early days ofMagic: The GatheringTMin the nineties. Digital versions have also appeared, withHearthStone: Heroes of WarCraftTMbeing one of the most popular. In Hearthstone, every player can play as a hero, from a set of nine, and build his/her deck before the game from a big pool of available cards, including both neutral and hero-specific cards. This kind of games offers several challenges for researchers in artificial intelligence since they involve hidden information, unpredictable behaviour, and a large and rugged search space. Besides, an important part of player engagement in such games is a periodical input of new cards in the system, which mainly opens the door to new strategies for the players. Playtesting is the method used to check the new card sets for possible design flaws, and it is usually performed manually or via exhaustive search; in the case of Hearthstone, such test plays must take into account the chosen hero, with its specific kind of cards. In this paper, we present a novel idea to improve and accelerate the playtesting process, systematically exploring the space of possible decks using an Evolutionary Algorithm (EA). This EA createsHearthStonedecks which are then played by an AI versus established human-designed decks. Since the space of possible combinations that are play-tested is huge, search through the space of possible decks has been shortened via a new heuristic mutation operator, which is based on the behaviour of human players modifying their decks. Results show the viability of our method for exploring the space of possible decks and automating the play-testing phase of game design. The resulting decks, that have been examined for balancedness by an expert player, outperform human-made ones when played by the AI; the introduction of the new heuristic operator helps to improve the obtained solutions, and basing the study on the whole set of heroes shows its validity through the whole range of decks.
机译:自九十年代的《魔术:聚会》问世以来,可收藏的纸牌游戏一直是娱乐业最受欢迎和最赚钱的产品之一。数字版本也已经出现,《 HearthStone:WarCraft英雄》是最受欢迎的游戏之一。在炉石传说中,每个玩家都可以扮演九个人一组的英雄角色,并在游戏开始之前从大量可用卡牌(包括中立和特定于英雄的卡牌)中建立自己的牌组。这种游戏为人工智能研究人员带来了一些挑战,因为它们涉及隐藏的信息,不可预测的行为以及庞大而坚固的搜索空间。此外,玩家参与此类游戏的重要部分是系统中定期输入新卡,这主要为玩家打开了新策略的大门。游戏测试是用于检查新卡组是否存在设计缺陷的方法,通常是手动执行或通过详尽搜索进行;就《炉石传说》而言,此类测试必须考虑所选英雄及其特定种类的牌。在本文中,我们提出了一种改进和加速游戏测试过程的新颖想法,使用进化算法(EA)系统地探索可能的套牌空间。该EA创建HearthStonedecks,然后由AI与建立的人为设计的套牌进行播放。由于经过游戏测试的可能组合的空间很大,因此通过一种新的启发式变异算子缩短了对可能套牌空间的搜索,该算子基于人类玩家修改其套牌的行为。结果表明,我们的方法可用于探索可能的套牌空间并自动进行游戏设计的游戏测试阶段。最终的牌组经过了专家级玩家的检查,以确保其均衡性,在由AI演奏时,其表现优于人工制作的牌组;新启发式算子的引入有助于改进所获得的解,并且以整套英雄为基础的研究表明了它在整个套牌中的有效性。

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