Strategy-acquisition system for video trading card game

  • Authors:
  • Nobuto Fujii;Mitsuyo Hashida;Haruhiro Katayose

  • Affiliations:
  • Kwansei Gakuin University, Sanda Hyogo, Japan;Kwansei Gakuin University, CrestMuse Project, CREST, JST;Kwansei Gakuin University, CrestMuse Project, CREST, JST

  • Venue:
  • ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
  • Year:
  • 2008

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Abstract

Behavior and strategy of computers(COM) have recently attracted considerable attention with regards to video games, with the development of hardware and the spread of entertainment on the Internet. Previous studies have reported strategy-acquisition schemes for board games and fighting games. However, there have been few studies dealing with the scheme applicable for video Trading Card Games (video TCG). We present an automatic strategy-acquisition system for video TCGs. The proposed strategy-acquisition system uses a sampling technique, Action predictor, and State value function for obtaining rational strategy from many unobservable variables in a large state space. Computer simulations, where our agent played against a Rule-based agent, showed that a COM with the proposed strategy-acquisition system becomes stronger and more adaptable against an opponent's strategy.