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Link to original content: https://doi.org/10.1145/3235765.3235791
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Exploring the hearthstone deck space

Published: 07 August 2018 Publication History

Abstract

A significant issue in game balancing is understanding the game itself. For simple games end-to-end optimization approaches can help explore the game's design space, but for more complex games it is necessary to isolate and explore its parts. Hearthstone, Blizzard's popular two-player turn-taking adversarial card game, has two distinct game-playing challenges: choosing when and how to play cards, and selecting which cards a player can access during the game (deckbuilding). Focusing on deckbuilding, four experiments are conducted to computationally explore the design of Hearthstone. They address the difficulty of constructing good decks, the specificity and generality of decks, and the transitivity of decks. Results suggest it is possible to find decks with an Evolution Strategy (ES) that convincingly beat other decks available in the game, but that they also exhibit some generality (i.e. they perform well against unknown decks). Interestingly, a second ES experiment is performed where decks are evolved against opponents playing the originally evolved decks. Since the originally evolved decks beat the starter decks, and the twice evolved decks beat the originally evolved decks, some degree of transitivity of the deck space is shown. While only a preliminary study with restrictive conditions, this paper paves the way for future work computationally identifying properties of cards important for different gameplay strategies and helping players build decks to fit their personal playstyles without the need for in-depth domain knowledge.

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FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital Games
August 2018
503 pages
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 07 August 2018

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Author Tags

  1. deck building
  2. evolution strategies
  3. evolutionary computation
  4. game balancing
  5. hearthstone

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FDG '18
FDG '18: Foundations of Digital Games 2018
August 7 - 10, 2018
Malmö, Sweden

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FDG '18 Paper Acceptance Rate 39 of 95 submissions, 41%;
Overall Acceptance Rate 152 of 415 submissions, 37%

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  • (2024)Adaptivity of Card Recommendation Systems for Legends of Code and Magic2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645596(1-8)Online publication date: 5-Aug-2024
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