[图书][B] Artificial intelligence and games

GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …

Mapping hearthstone deck spaces through map-elites with sliding boundaries

MC Fontaine, S Lee, LB Soros… - Proceedings of The …, 2019 - dl.acm.org
Quality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful
alternative to traditional single-objective optimization methods. They were initially applied to …

Deep surrogate assisted map-elites for automated hearthstone deckbuilding

Y Zhang, MC Fontaine, AK Hoover… - Proceedings of the …, 2022 - dl.acm.org
We study the problem of efficiently generating high-quality and diverse content in games.
Previous work on automated deckbuilding in Hearthstone shows that the quality diversity …

Games for Artificial Intelligence Research: A Review and Perspectives

C Hu, Y Zhao, Z Wang, H Du… - IEEE Transactions on …, 2024 - ieeexplore.ieee.org
Games have been the perfect test-beds for artificial intelligence research for the
characteristics that widely exist in real-world scenarios. Learning and optimisation, decision …

Improving hearthstone ai by combining mcts and supervised learning algorithms

M Świechowski, T Tajmajer… - 2018 IEEE conference on …, 2018 - ieeexplore.ieee.org
We investigate the impact of supervised prediction models on the strength and efficiency of
artificial agents that use the Monte-Carlo Tree Search (MCTS) algorithm to play a popular …

[PDF][PDF] Game-based platforms for artificial intelligence research

C Hu, Y Zhao, Z Wang, H Du, J Liu - arXiv preprint arXiv …, 2023 - researchgate.net
Games have been the perfect test-beds for artificial intelligence research for the
characteristics that widely exist in real-world scenarios. Learning and optimisation, decision …

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

P García-Sánchez, A Tonda, AM Mora… - Knowledge-Based …, 2018 - Elsevier
Collectible card games have been among the most popular and profitable products of the
entertainment industry since the early days of Magic: The Gathering TM in the nineties …

Monte carlo tree search experiments in hearthstone

A Santos, PA Santos, FS Melo - 2017 IEEE conference on …, 2017 - ieeexplore.ieee.org
In this paper, we introduce a Monte-Carlo tree search (MCTS) approach for the game"
Hearthstone: Heroes of Warcraft". We argue that, in light of the challenges posed by the …

Q-deckrec: A fast deck recommendation system for collectible card games

Z Chen, C Amato, THD Nguyen… - … IEEE conference on …, 2018 - ieeexplore.ieee.org
Deck building is a crucial component in playing Collectible Card Games (CCGs). The goal of
deck building is to choose a fixed-sized subset of cards from a large card pool, so that they …

Optimizing hearthstone agents using an evolutionary algorithm

P García-Sánchez, A Tonda… - Knowledge-Based …, 2020 - Elsevier
Digital collectible card games are not only a growing part of the video game industry, but
also an interesting research area for the field of computational intelligence. This game genre …