Evolving Evaluation Functions for Collectible Card Game AI
Not on the map. Why?
Abstract (arXiv)
In this work, we presented a study regarding two important aspects of evolving feature-based game evaluation functions: the choice of genome representation and the choice of opponent used to test the model. We compared three representations. One simpler and more limited, based on a vector of weights that are used in a linear combination of predefined game features. And two more complex, based on binary and n-ary trees. On top of this test, we also investigated the influence of fitness defined as a simulation-based function that: plays against a fixed weak opponent, plays against a fixed strong opponent, and plays against the best individual from the previous population. For a testbed, we have chosen a recently popular domain of digital collectible card games. We encoded our experiments in a programming game, Legends of Code and Magic, used in Strategy Card Game AI Competition. However, as the problems stated are of general nature we are convinced that our observations are applicable in the other domains as well.
Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). Builds on 10 of its 39 references that are in the map. First posted on arXiv 3 May 2021.
Builds on
10 of 39 references.
References · 10
- 2013Distributed Representations of Words and Phrases and their Compositionalitycited by 3,462
- 2019Mapping Hearthstone Deck Spaces through MAP-Elites with Sliding Boundariescited by 32
- 2018Improving Hearthstone AI by Combining MCTS and Supervised Learning Algorithmscited by 13
- 2019The Many AI Challenges of Hearthstonecited by 12
- 2018The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisationcited by 9
- 2019Evolving the Hearthstone Metacited by 8
- 2020Evolutionary Approach to Collectible Card Game Arena Deckbuilding using Active Genescited by 7
- 2018Q-DeckRec: A Fast Deck Recommendation System for Collectible Card Gamescited by 5
- 2017Helping AI to Play Hearthstone: AAIA'17 Data Mining Challengecited by 4
- 2017Genetic Algorithms for Evolving Computer Chess Programscited by 2
Built on by
Citing papers per year: 2023: 3; 2024: 2; 2025: 1.
6 papers.
- 2023Summarizing Strategy Card Game AI Competitioncited by 7
- 2024Learning With Generalised Card Representations for "Magic: The Gathering"cited by 3
- 2023Introducing Tales of Tribute AI Competitioncited by 2
- 2024Learning to Beat ByteRL: Exploitability of Collectible Card Game Agentscited by 1
- 2023Two-Step Reinforcement Learning for Multistage Strategy Card Gamecited by 0
- 2025AI Agents for the Dhumbal Card Game: A Comparative Studycited by 0
- 2025AI Agents for the Dhumbal Card Game: A Comparative Study10 Oct 2025
- 2024Learning With Generalised Card Representations for "Magic: The Gathering"8 Jul 2024
- 2024Learning to Beat ByteRL: Exploitability of Collectible Card Game Agents25 Apr 2024
- 2023Two-Step Reinforcement Learning for Multistage Strategy Card Game29 Nov 2023
- 2023Summarizing Strategy Card Game AI Competition19 May 2023
- 2023Introducing Tales of Tribute AI Competition14 May 2023