TY - GEN
T1 - Exploring the hearthstone deck space
AU - Bhatt, Aditya
AU - Lee, Scott
AU - De Mesentier Silva, Fernando
AU - Watson, Connor W.
AU - Togelius, Julian
AU - Hoover, Amy K.
N1 - Publisher Copyright:
© 2018 ACM.
PY - 2018/8/7
Y1 - 2018/8/7
N2 - A significant issue in game balancing is understanding the game itself. For simple games end-to-end optimization approaches can help explore the game's design space, but for more complex games it is necessary to isolate and explore its parts. Hearthstone, Blizzard's popular two-player turn-taking adversarial card game, has two distinct game-playing challenges: choosing when and how to play cards, and selecting which cards a player can access during the game (deckbuilding). Focusing on deckbuilding, four experiments are conducted to computationally explore the design of Hearthstone. They address the difficulty of constructing good decks, the specificity and generality of decks, and the transitivity of decks. Results suggest it is possible to find decks with an Evolution Strategy (ES) that convincingly beat other decks available in the game, but that they also exhibit some generality (i.e. they perform well against unknown decks). Interestingly, a second ES experiment is performed where decks are evolved against opponents playing the originally evolved decks. Since the originally evolved decks beat the starter decks, and the twice evolved decks beat the originally evolved decks, some degree of transitivity of the deck space is shown. While only a preliminary study with restrictive conditions, this paper paves the way for future work computationally identifying properties of cards important for different gameplay strategies and helping players build decks to fit their personal playstyles without the need for in-depth domain knowledge.
AB - A significant issue in game balancing is understanding the game itself. For simple games end-to-end optimization approaches can help explore the game's design space, but for more complex games it is necessary to isolate and explore its parts. Hearthstone, Blizzard's popular two-player turn-taking adversarial card game, has two distinct game-playing challenges: choosing when and how to play cards, and selecting which cards a player can access during the game (deckbuilding). Focusing on deckbuilding, four experiments are conducted to computationally explore the design of Hearthstone. They address the difficulty of constructing good decks, the specificity and generality of decks, and the transitivity of decks. Results suggest it is possible to find decks with an Evolution Strategy (ES) that convincingly beat other decks available in the game, but that they also exhibit some generality (i.e. they perform well against unknown decks). Interestingly, a second ES experiment is performed where decks are evolved against opponents playing the originally evolved decks. Since the originally evolved decks beat the starter decks, and the twice evolved decks beat the originally evolved decks, some degree of transitivity of the deck space is shown. While only a preliminary study with restrictive conditions, this paper paves the way for future work computationally identifying properties of cards important for different gameplay strategies and helping players build decks to fit their personal playstyles without the need for in-depth domain knowledge.
KW - Deck building
KW - Evolution strategies
KW - Evolutionary computation
KW - Game balancing
KW - Hearthstone
UR - http://www.scopus.com/inward/record.url?scp=85055558109&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85055558109&partnerID=8YFLogxK
U2 - 10.1145/3235765.3235791
DO - 10.1145/3235765.3235791
M3 - Conference contribution
AN - SCOPUS:85055558109
T3 - ACM International Conference Proceeding Series
BT - Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG 2018
A2 - Deterding, Sebastian
A2 - Khandaker, Mitu
A2 - Risi, Sebastian
A2 - Font, Jose
A2 - Dahlskog, Steve
A2 - Salge, Christoph
A2 - Olsson, Carl Magnus
PB - Association for Computing Machinery
T2 - 13th International Conference on the Foundations of Digital Games, FDG 2018
Y2 - 7 August 2018 through 10 August 2018
ER -