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Sestavljanje seta začetnih kart brez neposredne analize podatkov igre Hearthstone
ID Ajanović, Alen (Author), ID Oblak, Polona (Mentor) More about this mentor... This link opens in a new window, ID Štrumbelj, Erik (Co-mentor)

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PID: 20.500.12556/rul/d867f380-c221-456b-abc6-ec0c9fcab64e

Abstract
Izbira čim boljšega kupčka iz setov naključno ponujenih kart je problem, ki se pojavlja pri veliko igrah s kartami. V splošnem je to izbiranje čim bolj ustreznega elementa za že obstoječo množico podobnih elementov. V okviru diplomske naloge smo implementirali rešitev za igro Hearthstone, ki temelji na treh ključnih hevrističnih ocenah za izbiro čim bolj ustreznih kart. Prva hevristična ocena ocenjuje karte glede na že izbrane karte v kupčku na podlagi ujemajočih opisnih značilk. Druga ocena ocenjuje karte glede na sinergistično ujemanje z ostalimi kartami v kupčku. Tretja ocena ocenjuje karte glede na njihovo posamezno moč. Te ocene so izpeljane iz lastnosti že obstoječih kupčkov ter frekvence pojavitve posamezne karte v uspešnih kupčkih. Za končno oceno posamezne ponujene karte so vse hevristike uteženo seštete. Takšno oceno uporabimo na vsakem od tridesetih korakov izbire kart in tako zgradimo naš končni kupček. Osebni algoritem se na podlagi ocene povprečne moči kart obnese boljše, kot popolnoma naključna izbira. To potrdi tudi primerjava odigranih iger, kjer smo sledili rezultatom igralca. Iz primerjave statistike odigranih iger ne moremo prispeti do zaključka, da se obstoječi algoritem obnese bolje kot drugi algoritmi ali kot človeška, subjektivna izbira, vendar je povprečno število doseženih zmag visoko nad povprečjem ostalih metod izbire kupčka kart.

Language:Slovenian
Keywords:Hearthstone, množica, hevristika, set, izbira kart, ocena, kupček
Work type:Bachelor thesis/paper
Organization:FRI - Faculty of Computer and Information Science
Year:2017
PID:20.500.12556/RUL-88991 This link opens in a new window
Publication date in RUL:03.02.2017
Views:1254
Downloads:424
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Secondary language

Language:English
Title:Building a set of starting cards without direct data analysis of the game Hearthstone
Abstract:
Picking a deck of cards out of a random pool is a problem which exists in many card games. In general, this is the problem of finding the most appropriate element to select and add to an already existing set of similar elements. In this thesis we implemented a solution for the online game Hearthstone, which relies on three key components. The first heuristic scores cards depending on how well they match the already existing cards in our deck. The second heuristic scores cards depending on how well they synergize with each other. Finally, the third heuristic scores cards based on their own power level. The final score is a weighted sum of all three heuristics. This is then used at each of the 30 steps to determine the cards which will be added to our deck. Based on average strength of the cards, our algorithm performs better than a random choice. This is also confirmed by comparing statistics of actual games played by the player. We can't absolutely determine that our algorithm is better than human choice, but the average wins achieved with our algorithm are way higher than all of the other methods for selecting cards.

Keywords:Hearthstone, set, heuristic, deck, picking cards, score

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