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Summary of A Taxonomy Of Collectible Card Games From a Game-playing Ai Perspective, by Ronaldo E Silva Vieira et al.


A Taxonomy of Collectible Card Games from a Game-Playing AI Perspective

by Ronaldo e Silva Vieira, Anderson Rocha Tavares, Luiz Chaimowicz

First submitted to arxiv on: 8 Oct 2024

Categories

  • Main: Artificial Intelligence (cs.AI)
  • Secondary: None

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GrooveSquid.com Paper Summaries

GrooveSquid.com’s goal is to make artificial intelligence research accessible by summarizing AI papers in simpler terms. Each summary below covers the same AI paper, written at different levels of difficulty. The medium difficulty and low difficulty versions are original summaries written by GrooveSquid.com, while the high difficulty version is the paper’s original abstract. Feel free to learn from the version that suits you best!

Summary difficulty Written by Summary
High Paper authors High Difficulty Summary
Read the original abstract here
Medium GrooveSquid.com (original content) Medium Difficulty Summary
This paper proposes a taxonomy for collectible card games (CCGs) to facilitate AI research in the genre. By analyzing rules, mechanics, and game modes, the authors develop a framework for categorizing CCGs. The study focuses on popular games, providing a thorough discussion of their characteristics.
Low GrooveSquid.com (original content) Low Difficulty Summary
Collectible card games are popular and challenging games that have sparked interest in the AI research community. This paper tries to help researchers by creating a way to group these games together based on how they work and what players do during gameplay. The authors studied well-known games to figure out what makes them unique and shared their findings.

Keywords

» Artificial intelligence