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dc.contributor.authorGarcía Sánchez, Pablo 
dc.contributor.authorTonda, Alberto
dc.contributor.authorFernández Leiva, Antonio J.
dc.contributor.authorCotta, Carlos
dc.date.accessioned2026-01-26T13:20:38Z
dc.date.available2026-01-26T13:20:38Z
dc.date.issued2020-01-20
dc.identifier.citationGarcía-Sánchez, P., Tonda, A., Fernández-Leiva, A. J., & Cotta, C. (2020). Optimizing hearthstone agents using an evolutionary algorithm. Knowledge-Based Systems, 188, 105032. https://doi.org/10.1016/j.knosys.2019.105032es_ES
dc.identifier.urihttps://hdl.handle.net/10481/110288
dc.descriptionThis work has been partially funded by projects SPIP2017-02116, Spain, EphemeCH, Spain (TIN2014-56494-C4-{1,3}-P), DeepBio, Spain (TIN2017-85727-C4-{1,2}-P) and TEC2015-68752, Spain and “Ayuda del Programa de Fomento e Impulso de la actividad Investigadora de la Universidad de Cádiz, Spain ”.es_ES
dc.description.abstractDigital collectible card games are not only a growing part of the video game industry, but also an interesting research area for the field of computational intelligence. This game genre allows researchers to deal with hidden information, uncertainty and planning, among other aspects. This paper proposes the use of evolutionary algorithms (EAs) to develop agents who play a card game, Hearthstone, by optimizing a data-driven decision-making mechanism that takes into account all the elements currently in play. Agents feature self-learning by means of a competitive coevolutionary training approach, whereby no external sparring element defined by the user is required for the optimization process. One of the agents developed through the proposed approach was runner-up (best 6%) in an international Hearthstone Artificial Intelligence (AI) competition. Our proposal performed remarkably well, even when it faced state-of-the-art techniques that attempted to take into account future game states, such as Monte-Carlo Tree search. This outcome shows how evolutionary computation could represent a considerable advantage in developing AIs for collectible card games such as Hearthstone.es_ES
dc.description.sponsorshipSPIP2017-02116, Spaines_ES
dc.description.sponsorshipEphemeCH, Spain (TIN2014-56494-C4-{1,3}-P)es_ES
dc.description.sponsorshipDeepBio, Spain (TIN2017-85727-C4-{1,2}-P)es_ES
dc.description.sponsorshipTEC2015-68752, Spaines_ES
dc.description.sponsorshipUniversidad de Cádizes_ES
dc.language.isoenges_ES
dc.publisherElsevieres_ES
dc.subjecthearthstonees_ES
dc.subjectevolutionary algorithmses_ES
dc.subjectartificial intelligencees_ES
dc.titleOptimizing Hearthstone agents using an evolutionary algorithmes_ES
dc.typejournal articlees_ES
dc.rights.accessRightsopen accesses_ES
dc.identifier.doi10.1016/j.knosys.2019.105032
dc.type.hasVersionVoRes_ES


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