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Main Authors: Haluska, Radovan, Schmid, Martin
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2404.16689
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author Haluska, Radovan
Schmid, Martin
author_facet Haluska, Radovan
Schmid, Martin
contents While Poker, as a family of games, has been studied extensively in the last decades, collectible card games have seen relatively little attention. Only recently have we seen an agent that can compete with professional human players in Hearthstone, one of the most popular collectible card games. Although artificial agents must be able to work with imperfect information in both of these genres, collectible card games pose another set of distinct challenges. Unlike in many poker variants, agents must deal with state space so vast that even enumerating all states consistent with the agent's beliefs is intractable, rendering the current search methods unusable and requiring the agents to opt for other techniques. In this paper, we investigate the strength of such techniques for this class of games. Namely, we present preliminary analysis results of ByteRL, the state-of-the-art agent in Legends of Code and Magic and Hearthstone. Although ByteRL beat a top-10 Hearthstone player from China, we show that its play in Legends of Code and Magic is highly exploitable.
format Preprint
id arxiv_https___arxiv_org_abs_2404_16689
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Learning to Beat ByteRL: Exploitability of Collectible Card Game Agents
Haluska, Radovan
Schmid, Martin
Artificial Intelligence
While Poker, as a family of games, has been studied extensively in the last decades, collectible card games have seen relatively little attention. Only recently have we seen an agent that can compete with professional human players in Hearthstone, one of the most popular collectible card games. Although artificial agents must be able to work with imperfect information in both of these genres, collectible card games pose another set of distinct challenges. Unlike in many poker variants, agents must deal with state space so vast that even enumerating all states consistent with the agent's beliefs is intractable, rendering the current search methods unusable and requiring the agents to opt for other techniques. In this paper, we investigate the strength of such techniques for this class of games. Namely, we present preliminary analysis results of ByteRL, the state-of-the-art agent in Legends of Code and Magic and Hearthstone. Although ByteRL beat a top-10 Hearthstone player from China, we show that its play in Legends of Code and Magic is highly exploitable.
title Learning to Beat ByteRL: Exploitability of Collectible Card Game Agents
topic Artificial Intelligence
url https://arxiv.org/abs/2404.16689