Reference : Learning Artificial Intelligence in Large-Scale Video Games: A First Case Study with ...
Dissertations and theses : Master's dissertation
Engineering, computing & technology : Computer science
http://hdl.handle.net/2268/183266
Learning Artificial Intelligence in Large-Scale Video Games: A First Case Study with Hearthstone: Heroes of Warcraft
English
[fr] Apprentissage d'une intelligence artificielle appliquée aux jeux vidéo à grande échelle : Une première étude avec Hearthstone: Heroes of Warcraft
Taralla, David mailto [Université de Liège - ULiège > > > 2e an. master ingé. civ. info., fin. appr.]
23-Jun-2015
Université de Liège, ​Liège, ​​Belgique
MSc in Computer Science & Engineering
67
Ernst, Damien mailto
Boigelot, Bernard mailto
Fonteneau, Raphaël mailto
Geurts, Pierre mailto
Wehenkel, Louis mailto
[en] artificial intelligence ; video games ; hearthstone ; supervised learning ; extremely randomized trees ; extratrees
[en] Over the past twenty years, video games have become more and more complex thanks to the emergence of new computing technologies. The challenges players face now involve the simultaneous consideration of many game environment variables — they usually wander in rich 3D environments and have the choice to take numerous actions at any time, and taking an action has combinatorial consequences. However, the artificial intelligence (AI) featured in those games is often not complex enough to feel natural (human). Today's AI is still most of the time hard-coded, but as the game environments become increasingly complex, this task becomes exponentially difficult.

To circumvent this issue and come with rich autonomous agents in large-scale video games, many research works already tried and succeeded in making video game AI learn instead of being taught. This thesis does its bit towards this goal.

In this work, supervised learning classification based on extremely randomized trees is attempted as a solution to the problem of selecting an action amongst the set of available ones in a given state. In particular, we place ourselves in the context where no assumptions are made on the kind of actions available and where action simulations are not possible to find out what consequences these have on the game. This approach is tested on the collectible card game Hearthstone: HoW, for which an easily-extensible simulator was built. Encouraging results were obtained when facing Nora, the resulting Mage agent, against random and scripted (medium-level) Mage players. Furthermore, besides quantitative results, a qualitative experiment showed that the agent successfully learned to exhibit a board control behavior without having been explicitly taught to do so.
Researchers ; Professionals ; Students
http://hdl.handle.net/2268/183266

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tfe-slides-dtaralla.pdfSupporting slides for the master's thesis oral defense4.26 MBView/Open

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