TY - GEN
T1 - Mapping hearthstone deck spaces through map-elites with sliding boundaries
AU - Fontaine, Matthew C.
AU - De Mesentier Silva, Fernando
AU - Lee, Scott
AU - Togelius, Julian
AU - Soros, L. B.
AU - Hoover, Amy K.
N1 - Publisher Copyright:
© 2019 Copyright held by the owner/author(s). Publication rights licensed to the Association for Computing Machinery.
PY - 2019/7/13
Y1 - 2019/7/13
N2 - Quality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful alternative to traditional single-objective optimization methods. They were initially applied to evolutionary robotics problems such as locomotion and maze navigation, but have yet to see widespread application. We argue that these algorithms are perfectly suited to the rich domain of video games, which contains many relevant problems with a multitude of successful strategies and often also multiple dimensions along which solutions can vary. This paper introduces a novel modification of the MAP-Elites algorithm called MAP-Elites with Sliding Boundaries (MESB) and applies it to the design and rebalancing of Hearthstone, a popular collectible card game chosen for its number of multidimensional behavior features relevant to particular styles of play. To avoid overpopulating cells with conflated behaviors, MESB slides the boundaries of cells based on the distribution of evolved individuals. Experiments in this paper demonstrate the performance of MESB in Hearthstone. Results suggest MESB finds diverse ways of playing the game well along the selected behavioral dimensions. Further analysis of the evolved strategies reveals common patterns that recur across behavioral dimensions and explores how MESB can help rebalance the game.
AB - Quality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful alternative to traditional single-objective optimization methods. They were initially applied to evolutionary robotics problems such as locomotion and maze navigation, but have yet to see widespread application. We argue that these algorithms are perfectly suited to the rich domain of video games, which contains many relevant problems with a multitude of successful strategies and often also multiple dimensions along which solutions can vary. This paper introduces a novel modification of the MAP-Elites algorithm called MAP-Elites with Sliding Boundaries (MESB) and applies it to the design and rebalancing of Hearthstone, a popular collectible card game chosen for its number of multidimensional behavior features relevant to particular styles of play. To avoid overpopulating cells with conflated behaviors, MESB slides the boundaries of cells based on the distribution of evolved individuals. Experiments in this paper demonstrate the performance of MESB in Hearthstone. Results suggest MESB finds diverse ways of playing the game well along the selected behavioral dimensions. Further analysis of the evolved strategies reveals common patterns that recur across behavioral dimensions and explores how MESB can help rebalance the game.
KW - Balancing
KW - Card games
KW - Games
KW - Hearthstone
KW - Illumination algorithms
KW - Quality diversity
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U2 - 10.1145/3321707.3321794
DO - 10.1145/3321707.3321794
M3 - Conference contribution
T3 - GECCO 2019 - Proceedings of the 2019 Genetic and Evolutionary Computation Conference
SP - 161
EP - 169
BT - GECCO 2019 - Proceedings of the 2019 Genetic and Evolutionary Computation Conference
PB - Association for Computing Machinery, Inc
T2 - 2019 Genetic and Evolutionary Computation Conference, GECCO 2019
Y2 - 13 July 2019 through 17 July 2019
ER -