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Learning to Beat ByteRL: Exploitability of Collectible Card Game Agents

2024-04-25 · Radovan Haluska, Martin Schmid

While Poker, as a family of games, has been studied extensively in the last decades, collectible card games have seen relatively little attention. Only recently have we seen an agent that can compete with professional human players in Hearthstone, one of the most popular collectible card games. Although artificial agents must be able to work with imperfect information in both of these genres, collectible card games pose another set of distinct challenges. Unlike in many poker variants, agents must deal with state space so vast that even enumerating all states consistent with the agent's beliefs is intractable, rendering the current search methods unusable and requiring the agents to opt for other techniques. In this paper, we investigate the strength of such techniques for this class of games. Namely, we present preliminary analysis results of ByteRL, the state-of-the-art agent in Legends of Code and Magic and Hearthstone. Although ByteRL beat a top-10 Hearthstone player from China, we show that its play in Legends of Code and Magic is highly exploitable.

📄 PDF Abstract BibTeX arXiv:2404.16689

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Methods 이 논문이 사용한 방법론

SET Dynamic Sparse Training method where weight mask is updated randomly periodically
OPT OPT is a suite of decoder-only pre-trained transformers ranging from 125M to 175B parameters. The model uses an AdamW optimizer and weight decay of 0.1. It follows a linear…

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