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Abstract
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 game (such as uncertainty and hidden information), Monte
Carlo tree search offers an appealing alternative to existing AI
players. Additionally, by enriching MCTS with a properly constructed
heuristic, it is possible to introduce significant gains in
performance.We illustrate through extensive empirical validation
the superior performance of our approach against vanilla MCTS
and the current state-of-the art AI for Hearthstone.
Original language | English |
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Title of host publication | 2017 IEEE Conference on Computational Intelligence and Games (CIG) |
Place of Publication | New York, NY |
Publisher | IEEE |
Pages | 272-279 |
ISBN (Electronic) | 978-1-5386-3233-8 |
DOIs | |
Publication status | Published - 2017 |
Externally published | Yes |
Event | 2017 Conference on Computational Intelligence in Games - New York University, New York, United States Duration: 22 Aug 2017 → 25 Aug 2017 http://www.cig2017.com/ |
Conference
Conference | 2017 Conference on Computational Intelligence in Games |
---|---|
Abbreviated title | CiG2017 |
Country/Territory | United States |
City | New York |
Period | 22/08/17 → 25/08/17 |
Internet address |
Keywords
- Monte Carlo Tree Search
- Artificial intelligence for games
- Hearthstone
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Dive into the research topics of 'Monte Carlo Tree Search Experiments in Hearthstone'. Together they form a unique fingerprint.Projects
- 1 Finished
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Rage: Realising an Applied Gaming Eco-system
Westera, W. (PI), Georgiadis, K. (CoI), Saveski, G. (CoI), van Lankveld, G. (CoI), Bahreini, K. (CoI), van der Vegt, W. (CoI), Berkhout, J. (CoI), Nyamsuren, E. (CoI), Kluijfhout, E. (CoI) & Nadolski, R. (CoI)
1/02/15 → 31/07/19
Project: Research