petráň, marcel
V posledních letech se ukázalo, že posilované učení je velmi slibné při řešení složitých her. Tento výzkum se zabývá aplikací technik posilování učení na sběratelské karetní hry se zaměřením na Hearthstone. Použili jsme algoritmy Proximal Policy Optimization (PPO) a Advantage Actor-Critic (A2C) k trénování agentů v různých scénářích. Náš výzkum zah...
Yuheng, Liang
This thesis investigates the use of scaffolding techniques in video game design to increase player engagement and satisfy psychological needs as defined by self-determination theory (SDT). It focuses on how games use scaffolding mechanisms to improve player autonomy, competence, and relatedness—the three fundamental needs proposed by SDT as ways to...
Bonenfant, Maude Deslauriers, Patrick Pelletier-Gagnon, Jérémie
Cet article s’intéresse à la manière dont l’activisme fan de certains leadeurs de la communauté des joueurs a participé à la construction du discours et influencé le mouvement de contestation dans le contexte de la « controverse Blitzchung ». Lors de cet événement, débuté le 6 octobre 2019, Blitzchung, un joueur du jeu vidéo Hearthstone, a scandé u...
Klíma, Ondřej
Published in
American Journal of Cultural Sociology
With eSports and video games rapidly gaining popularity, we are witnessing a rise of semi-autonomous gaming communities. I propose using Alexander’s civil sphere theory and my concept of the gaming sphere to understand the dynamics of the meaning-making processes herein. I ask: why did the Blitzchung controversy spark such outrage? I explore the hi...
Tonda, Alberto García-Sánchez, Pablo
Digital Collectible Cards Games such as Hearthstone have become a very prolific test-bed for Artificial Intelligence algorithms. The main researches have focused on the implementation of autonomous agents (bots) able to effectively play the game. However, this environment is also very attractive for the use of Data Mining (DM) and Machine Learning ...
García-Sánchez, Pablo Ares, Antonio Fernández Tonda, Alberto Mora, Antonio
Computer games have become a very interesting environment or testbed to develop new algorithms in many of the branches of Artificial Intelligence. In fact, collectible card games, such as Hearthstone, have recently attracted the attention of researchers because of their characteristics: uncertainty, randomness, or the infinite and unpredictable int...
březina, patrik
Sběratelské karetní hry jsou populární hry, které lidi hrají nejen pro zábavu, ale i na profesionální úrovni. Představují řadu výzev pro implementaci umělých hráčů, mezi které patří nejistota způsobena náhodnými událostmi, vysoké větvení rozhodovacího stromu nebo skrytá informace reprezentována neznámým obsahem protivníkova balíčku a ruky. V této p...
Janusz, Andrzej Tajmajer, Tomasz Swiechowski, Maciej Grad, Lukasz Puczniewski, Jacek Slezak, Dominik
We summarize AAIA'18 Data Mining Competition organized at the Knowledge Pit platform. We explain the competition's scope and outline its results. We also review several approaches to the problem of representing Hearthstone decks in a vector space. We divide such approaches into categories based on a type of the data about individual cards that they...
Swiechowski, Maciej Tajmajer, Tomasz Janusz, Andrzej
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 video game Hearthstone: Heroes of Warcraft. We overview our custom implementation of the MCTS that is well-suited for games with partially hidden information and random...
Garcia-Sanchez, Pablo TONDA, Alberto Mora, Antonio Squillero, Giovanni Merelo, Juan Julian
International audience