Predicting opponent moves for improving hearthstone AI

Research output: Chapter in book/report/conference proceedingConference contributionResearchpeer review

Authors

External Research Organisations

  • Otto-von-Guericke University Magdeburg
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Details

Original languageEnglish
Title of host publicationInformation Processing and Management of Uncertainty in Knowledge-Based Systems. Theory and Foundations - 17th International Conference, IPMU 2018, Proceedings
EditorsJesus Medina, Bernadette Bouchon-Meunier, Ronald R. Yager, Jose Luis Verdegay, David A. Pelta, Manuel Ojeda-Aciego, Inma P. Cabrera
PublisherSpringer Verlag
Pages621-632
Number of pages12
ISBN (print)9783319914756
Publication statusPublished - 18 May 2018
Externally publishedYes
Event17th International Conference on Information Processing and Management of Uncertainty in Knowledge-Based Systems, IPMU 2018 - Cadiz, Spain
Duration: 11 Jun 201815 Jun 2018

Publication series

NameCommunications in Computer and Information Science
Volume854
ISSN (Print)1865-0929

Abstract

Games pose many interesting questions for the development of artificial intelligence agents. Especially popular are methods that guide the decision-making process of an autonomous agent, which is tasked to play a certain game. In previous studies, the heuristic search method Monte Carlo Tree Search (MCTS) was successfully applied to a wide range of games. Results showed that this method can often reach playing capabilities on par with humans or even better. However, the characteristics of collectible card games such as the online game Hearthstone make it infeasible to apply MCTS directly. Uncertainty in the opponent’s hand cards, the card draw, and random card effects considerably restrict the simulation depth of MCTS. We show that knowledge gathered from a database of human replays help to overcome this problem by predicting multiple card distributions. Those predictions can be used to increase the simulation depth of MCTS. For this purpose, we calculate bigram-rates of frequently co-occurring cards to predict multiple sets of hand cards for our opponent. Those predictions can be used to create an ensemble of MCTS agents, which work under the assumption of differing card distributions and perform simulations according to their assigned distribution. The proposed ensemble approach outperforms other agents on the game Hearthstone, including various types of MCTS. Our case study shows that uncertainty can be handled effectively using predictions of sufficient accuracy, ultimately, improving the MCTS guided decision-making process. The resulting decision-making based on such an MCTS ensemble proved to be less prone to errors by uncertainty and opens up a new class of MCTS algorithms.

Keywords

    Bigrams, Ensemble, Hearthstone, Monte Carlo Tree Search Knowledge-base, Uncertainty

ASJC Scopus subject areas

Cite this

Predicting opponent moves for improving hearthstone AI. / Dockhorn, Alexander; Frick, Max; Akkaya, Ünal et al.
Information Processing and Management of Uncertainty in Knowledge-Based Systems. Theory and Foundations - 17th International Conference, IPMU 2018, Proceedings. ed. / Jesus Medina; Bernadette Bouchon-Meunier; Ronald R. Yager; Jose Luis Verdegay; David A. Pelta; Manuel Ojeda-Aciego; Inma P. Cabrera. Springer Verlag, 2018. p. 621-632 (Communications in Computer and Information Science; Vol. 854).

Research output: Chapter in book/report/conference proceedingConference contributionResearchpeer review

Dockhorn, A, Frick, M, Akkaya, Ü & Kruse, R 2018, Predicting opponent moves for improving hearthstone AI. in J Medina, B Bouchon-Meunier, RR Yager, JL Verdegay, DA Pelta, M Ojeda-Aciego & IP Cabrera (eds), Information Processing and Management of Uncertainty in Knowledge-Based Systems. Theory and Foundations - 17th International Conference, IPMU 2018, Proceedings. Communications in Computer and Information Science, vol. 854, Springer Verlag, pp. 621-632, 17th International Conference on Information Processing and Management of Uncertainty in Knowledge-Based Systems, IPMU 2018, Cadiz, Spain, 11 Jun 2018. https://doi.org/10.1007/978-3-319-91476-3_51
Dockhorn, A., Frick, M., Akkaya, Ü., & Kruse, R. (2018). Predicting opponent moves for improving hearthstone AI. In J. Medina, B. Bouchon-Meunier, R. R. Yager, J. L. Verdegay, D. A. Pelta, M. Ojeda-Aciego, & I. P. Cabrera (Eds.), Information Processing and Management of Uncertainty in Knowledge-Based Systems. Theory and Foundations - 17th International Conference, IPMU 2018, Proceedings (pp. 621-632). (Communications in Computer and Information Science; Vol. 854). Springer Verlag. https://doi.org/10.1007/978-3-319-91476-3_51
Dockhorn A, Frick M, Akkaya Ü, Kruse R. Predicting opponent moves for improving hearthstone AI. In Medina J, Bouchon-Meunier B, Yager RR, Verdegay JL, Pelta DA, Ojeda-Aciego M, Cabrera IP, editors, Information Processing and Management of Uncertainty in Knowledge-Based Systems. Theory and Foundations - 17th International Conference, IPMU 2018, Proceedings. Springer Verlag. 2018. p. 621-632. (Communications in Computer and Information Science). doi: 10.1007/978-3-319-91476-3_51
Dockhorn, Alexander ; Frick, Max ; Akkaya, Ünal et al. / Predicting opponent moves for improving hearthstone AI. Information Processing and Management of Uncertainty in Knowledge-Based Systems. Theory and Foundations - 17th International Conference, IPMU 2018, Proceedings. editor / Jesus Medina ; Bernadette Bouchon-Meunier ; Ronald R. Yager ; Jose Luis Verdegay ; David A. Pelta ; Manuel Ojeda-Aciego ; Inma P. Cabrera. Springer Verlag, 2018. pp. 621-632 (Communications in Computer and Information Science).
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title = "Predicting opponent moves for improving hearthstone AI",
abstract = "Games pose many interesting questions for the development of artificial intelligence agents. Especially popular are methods that guide the decision-making process of an autonomous agent, which is tasked to play a certain game. In previous studies, the heuristic search method Monte Carlo Tree Search (MCTS) was successfully applied to a wide range of games. Results showed that this method can often reach playing capabilities on par with humans or even better. However, the characteristics of collectible card games such as the online game Hearthstone make it infeasible to apply MCTS directly. Uncertainty in the opponent{\textquoteright}s hand cards, the card draw, and random card effects considerably restrict the simulation depth of MCTS. We show that knowledge gathered from a database of human replays help to overcome this problem by predicting multiple card distributions. Those predictions can be used to increase the simulation depth of MCTS. For this purpose, we calculate bigram-rates of frequently co-occurring cards to predict multiple sets of hand cards for our opponent. Those predictions can be used to create an ensemble of MCTS agents, which work under the assumption of differing card distributions and perform simulations according to their assigned distribution. The proposed ensemble approach outperforms other agents on the game Hearthstone, including various types of MCTS. Our case study shows that uncertainty can be handled effectively using predictions of sufficient accuracy, ultimately, improving the MCTS guided decision-making process. The resulting decision-making based on such an MCTS ensemble proved to be less prone to errors by uncertainty and opens up a new class of MCTS algorithms.",
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AU - Dockhorn, Alexander

AU - Frick, Max

AU - Akkaya, Ünal

AU - Kruse, Rudolf

PY - 2018/5/18

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N2 - Games pose many interesting questions for the development of artificial intelligence agents. Especially popular are methods that guide the decision-making process of an autonomous agent, which is tasked to play a certain game. In previous studies, the heuristic search method Monte Carlo Tree Search (MCTS) was successfully applied to a wide range of games. Results showed that this method can often reach playing capabilities on par with humans or even better. However, the characteristics of collectible card games such as the online game Hearthstone make it infeasible to apply MCTS directly. Uncertainty in the opponent’s hand cards, the card draw, and random card effects considerably restrict the simulation depth of MCTS. We show that knowledge gathered from a database of human replays help to overcome this problem by predicting multiple card distributions. Those predictions can be used to increase the simulation depth of MCTS. For this purpose, we calculate bigram-rates of frequently co-occurring cards to predict multiple sets of hand cards for our opponent. Those predictions can be used to create an ensemble of MCTS agents, which work under the assumption of differing card distributions and perform simulations according to their assigned distribution. The proposed ensemble approach outperforms other agents on the game Hearthstone, including various types of MCTS. Our case study shows that uncertainty can be handled effectively using predictions of sufficient accuracy, ultimately, improving the MCTS guided decision-making process. The resulting decision-making based on such an MCTS ensemble proved to be less prone to errors by uncertainty and opens up a new class of MCTS algorithms.

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