Exploring Deep Reinforcement Learning for Battling in Collectible Card Games

  • Ronaldo Vieira UFMG
  • Anderson Tavares UFRGS
  • Luiz Chaimowicz UFMG

Resumo


Collectible card games (CCGs), such as Magic: the Gathering and Hearthstone, are a challenging domain where game-playing AI arguably has not yet reached human-level performance. We propose a deep reinforcement learning approach to battling in CCGs, using Legends of Code and Magic, a CCG designed for AI research, as a testbed. To do so, we formulate the battles as a Markov decision process, train agents to solve it, and evaluate them against two existing agents of different skill levels. Contrasting with the current state-of-the-art, our resulting agents act fast and can play many battles per second, despite their limited performance. We identify limitations and discuss several promising directions for improvement.
Palavras-chave: Deep learning, Video games, Codes, Entertainment industry, Games, Reinforcement learning, Markov processes, collectible card games, reinforcement learning, artificial intelligence
Publicado
24/10/2022
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VIEIRA, Ronaldo; TAVARES, Anderson; CHAIMOWICZ, Luiz. Exploring Deep Reinforcement Learning for Battling in Collectible Card Games. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 21. , 2022, Natal/RN. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2022 . p. 49-54.