Improving Hearthstone AI by Combining MCTS and Supervised Learning Algorithms
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Abstract (arXiv)
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 effects. We also describe experiments which we designed to quantify the performance of our Hearthstone agent's decision making. We show that even simple neural networks can be trained and successfully used for the evaluation of game states. Moreover, we demonstrate that by providing a guidance to the game state search heuristic, it is possible to substantially improve the win rate, and at the same time reduce the required computations.
Key facts. Cited by 13 papers in the map (data through 7 Oct 2026). First posted on arXiv 14 Aug 2018.
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Citing papers per year: 2021: 4; 2022: 1; 2023: 4; 2024: 2; 2025: 1; 2026: 1.
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- 2021Monte Carlo Tree Search: A Review of Recent Modifications and Applicationscited by 158
- 2023Mastering Strategy Card Game (Hearthstone) with Improved Techniquescited by 10
- 2023Summarizing Strategy Card Game AI Competitioncited by 7
- 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Gamescited by 7
- 2021Evolving Evaluation Functions for Collectible Card Game AIcited by 6
- 2024LLMs May Not Be Human-Level Players, But They Can Be Testers: Measuring Game Difficulty with LLM Agentscited by 5
- 2022Continuous Monte Carlo Graph Searchcited by 4
- 2023Introducing Tales of Tribute AI Competitioncited by 2
- 2024Solving Stochastic Orienteering Problems with Chance Constraints Using a GNN Powered Monte Carlo Tree Searchcited by 2
- 2025Broaden your SCOPE! Efficient Multi-turn Conversation Planning for LLMs with Semantic Spacecited by 2
- 2021Optimisation of MCTS Player for The Lord of the Rings: The Card Gamecited by 1
- 2021MCTS Based Agents for Multistage Single-Player Card Gamecited by 0
1 more
- 2026Unsound Search with Policy and Value Networks in Legends of Code and Magic6 Sep 2026
- 2025Broaden your SCOPE! Efficient Multi-turn Conversation Planning for LLMs with Semantic Space14 Mar 2025
- 2024LLMs May Not Be Human-Level Players, But They Can Be Testers: Measuring Game Difficulty with LLM Agents1 Oct 2024
- 2024Solving Stochastic Orienteering Problems with Chance Constraints Using a GNN Powered Monte Carlo Tree Search6 Sep 2024
- 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games4 Jul 2023
- 2023Summarizing Strategy Card Game AI Competition19 May 2023
- 2023Introducing Tales of Tribute AI Competition14 May 2023
- 2023Mastering Strategy Card Game (Hearthstone) with Improved Techniques9 Mar 2023
- 2022Continuous Monte Carlo Graph Search4 Oct 2022
- 2021MCTS Based Agents for Multistage Single-Player Card Game24 Sep 2021
- 2021Optimisation of MCTS Player for The Lord of the Rings: The Card Game24 Sep 2021
- 2021Evolving Evaluation Functions for Collectible Card Game AI3 May 2021
1 more
- 2021Monte Carlo Tree Search: A Review of Recent Modifications and Applicationscited by 158
- 2023Mastering Strategy Card Game (Hearthstone) with Improved Techniquescited by 10
- 2023Summarizing Strategy Card Game AI Competitioncited by 7
- 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Gamescited by 7
- 2021Evolving Evaluation Functions for Collectible Card Game AIcited by 6
- 2022Continuous Monte Carlo Graph Searchcited by 4
- 2023Introducing Tales of Tribute AI Competitioncited by 2
- 2024Solving Stochastic Orienteering Problems with Chance Constraints Using a GNN Powered Monte Carlo Tree Searchcited by 2
- 2025Broaden your SCOPE! Efficient Multi-turn Conversation Planning for LLMs with Semantic Spacecited by 2
- 2021Optimisation of MCTS Player for The Lord of the Rings: The Card Gamecited by 1
- 2021MCTS Based Agents for Multistage Single-Player Card Gamecited by 0
- 2026Unsound Search with Policy and Value Networks in Legends of Code and Magiccited by 0
- 2026Unsound Search with Policy and Value Networks in Legends of Code and Magic6 Sep 2026
- 2025Broaden your SCOPE! Efficient Multi-turn Conversation Planning for LLMs with Semantic Space14 Mar 2025
- 2024Solving Stochastic Orienteering Problems with Chance Constraints Using a GNN Powered Monte Carlo Tree Search6 Sep 2024
- 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games4 Jul 2023
- 2023Summarizing Strategy Card Game AI Competition19 May 2023
- 2023Introducing Tales of Tribute AI Competition14 May 2023
- 2023Mastering Strategy Card Game (Hearthstone) with Improved Techniques9 Mar 2023
- 2022Continuous Monte Carlo Graph Search4 Oct 2022
- 2021MCTS Based Agents for Multistage Single-Player Card Game24 Sep 2021
- 2021Optimisation of MCTS Player for The Lord of the Rings: The Card Game24 Sep 2021
- 2021Evolving Evaluation Functions for Collectible Card Game AI3 May 2021
- 2021Monte Carlo Tree Search: A Review of Recent Modifications and Applications8 Mar 2021