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Summary of Learning to Beat Byterl: Exploitability Of Collectible Card Game Agents, by Radovan Haluska et al.


Learning to Beat ByteRL: Exploitability of Collectible Card Game Agents

by Radovan Haluska, Martin Schmid

First submitted to arxiv on: 25 Apr 2024

Categories

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

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GrooveSquid.com Paper Summaries

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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 explores the challenges of developing artificial agents for collectible card games, specifically Hearthstone and Legends of Code and Magic. While poker has been extensively studied, collectible card games pose unique difficulties due to their vast state spaces, making traditional search methods intractable. The authors present preliminary analysis results of ByteRL, a state-of-the-art agent that outperformed a top-10 Hearthstone player from China.
Low GrooveSquid.com (original content) Low Difficulty Summary
In this game, artificial agents must work with imperfect information and make decisions quickly. While some agents are very good at playing games like poker, they struggle when the possible moves become too many to count. The authors looked at how well ByteRL did in Legends of Code and Magic and found that it can be beaten by a clever player.

Keywords

* Artificial intelligence