2021
DOI: 10.48550/arxiv.2105.01115
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Evolving Evaluation Functions for Collectible Card Game AI

Abstract: In this work, we presented a study regarding two important aspects of evolving feature-based game evaluation functions: the choice of genome representation and the choice of opponent used to test the model.We compared three representations. One simpler and more limited, based on a vector of weights that are used in a linear combination of predefined game features. And two more complex, based on binary and n-ary trees.On top of this test, we also investigated the influence of fitness defined as a simulation-bas… Show more

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Cited by 1 publication
(1 citation statement)
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“…Utilising a two-step learning strategy, a model was developed that attained a 78.5% winrate when tested on 10,000 random games at the highest difficulty level. This is significantly better than the previous studies on the use of MCTS methods [9], which achieved an average winrate of 40%, as well as 60% reported for a similar collectible card game [14].…”
Section: Discussionmentioning
confidence: 54%
“…Utilising a two-step learning strategy, a model was developed that attained a 78.5% winrate when tested on 10,000 random games at the highest difficulty level. This is significantly better than the previous studies on the use of MCTS methods [9], which achieved an average winrate of 40%, as well as 60% reported for a similar collectible card game [14].…”
Section: Discussionmentioning
confidence: 54%