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Evolutionary Deckbuilding in Hearthstone

  1. Evolutionary Deckbuilding in Hearthstone Evolutionary Deckbuilding in Hearthstone Pablo García-Sánchez, Alberto Tonda, Giovanni Squillero, Antonio Mora and JJ Merelo Pablo García-Sánchez, Alberto Tonda, Giovanni Squillero, Antonio Mora and JJ Merelo
  2. The Problem Collectible Card Games Deckbuilding Complex and unpredicted reactions Balancing the game (Source: Cody Durkin, www.mastermarf.com, Creative Commons Attribution-Noncommercial-Share-Alike 3.0 license)
  3. Proposal ● Methodology to create decks for CCGs using an Evolutionary Algorithm. ● Decks (solutions) are encoded as vectors ● Fitness (metric of quality) is measured against human made decks ● Proof-of-concept using HearthStone
  4. Some Concepts in CCG’s Types of deck: Aggro, Combo, Control Metagame Archetypes (Dragon Priest, Secret Paladin…) Season
  5. HearthStone Launched in 2013 More than 40 million players More than 800 cards available 9 Heroes Card rarity
  6. Methodology 1) Select a finished season 2) Select a wide range of enemies for evaluation 3) Select the set of cards to use 4) Run several battles per evaluation
  7. EA
  8. Crossover Parent 1 Parent 2
  9. Crossover-> Offspring Children 1 Children 2
  10. Mutation
  11. Fitness Function Lexicographical fitness: 1) Minimize errors (to minimize) 2) Number of victories (to maximize) 3) Standard deviation (to minimize)
  12. MetaStone Open Source Hearthstone Simulator Different Heuristics available: ● Play Random ● Greedy Optimize Move ● Greedy Optimize Turn ● Flat Monte Carlo Tree
  13. Opponent Selection Deck Name Games Won Games Lost Win/Lose Ratio Aggro Paladin 182 74 0.71 Mage Tempo 177 79 0.69 Shadow Madness Priest 152 104 0.59 Midrange Hunter 143 113 0.55 Mech Shaman 119 137 0.46 Oil Rogue 106 150 0.41 Control Warrior 104 152 0.40 Midrange Druid 85 171 0.33 Warlock MalyLock 83 173 0.32
  14. Experimental Setup 50 Generations 10 individuals Generational replacement Using uGP framework 16 battles against each opponent (128 per individual evaluation)
  15. Results (Mage) 71% wins 9 turns to win in average
  16. Results (Hunter) 65% wins 7 turns to win in average
  17. Conclusions and future work Proposal seems promising: useful cards, synergies... Problem: overfitting to MetaStone AI Future: smart mutation (as humans do) Human interaction
  18. Thanks! pablogarcia@ugr.es @fergunet alberto.tonda@grignon.inra.fr @squillero @jjmerelo @amoragar
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