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Optimizing Hearthstone Agents using an Evolutionary Algorithm

Neural and Evolutionary Computing · Submitted 25 Oct 2024

abstract compiled · 2026-09-23 · no language-model review

The authors' main claim This outcome shows how evolutionary computation could represent a considerable advantage in developing AIs for collectible card games such as Hearthstone.

how it is stated · hedged possibility 0.94 read the record →

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arXiv ID2410.19681 (version 1)
Pith IDWX5HWESG, Pith's permanent record of this paper and its review
CitationAlberto Tonda, Antonio J. Fern\'andez-Leiva, Carlos Cotta, Pablo Garc\'ia-S\'anchez. "Optimizing Hearthstone Agents using an Evolutionary Algorithm." arXiv:2410.19681 (2024). https://pith.science/paper/WX5HWESG
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The paper's own sentences, arranged. Each label is drawn from a closed vocabulary; the number beside it is the probability the classifier gave that label. Numbers in the tables are the authors', checked by code. No sentence in this record was written by a model.

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Compiled by classifier-1.13.0 via TypeSafe API, question bank abstract-p1-20260923, 2026-09-23: 1 request, 5,616 input tokens.

What the abstract itself states, as probabilities: claims first 0.04 · states limitation 0.08 · human participants 0.06 · controlled comparison 0.35 · randomized assignment 0.01 · states quantitative result 0.97 · compares with prior results 0.93 · mentions code or data availability 0.03.

The abstract, sentence by sentence

arXiv listing abstract v1. Results and the main claim are underlined; .

Digital 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.

background contribution method result interpretation main claim

What the classifier reports for each sentence. The number is the probability it gave the label.
#sentencerolethe authors' own workstates the main conclusionstrength
s0 Digital 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. background 1.00 0.04 0.02 asserted 1.00
s1 This game genre allows researchers to deal with hidden information, uncertainty and planning, among other aspects. background 1.00 0.06 0.02 asserted 0.98
s2 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. contribution 0.91 0.80 0.09 asserted 0.89
s3 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. method 0.97 0.83 0.05 asserted 1.00
s4 One of the agents developed through the proposed approach was runner-up (best 6%) in an international Hearthstone Artificial Intelligence (AI) competition. result 1.00 0.93 0.08 asserted 1.00
s5 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. result 0.94 0.90 0.12 asserted 0.99
s6 This outcome shows how evolutionary computation could represent a considerable advantage in developing AIs for collectible card games such as Hearthstone. interpretation 1.00 0.65 0.88 hedged possibility 0.94

What kind of paper the classifier reports this is: method or tool 0.98 · evidence from observation or experiment 0.76.

What was examined, and what was not

sources read
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not examined
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  • figures and tables
  • references and citing sentences
  • relations to other papers
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  • P abstract
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  • C citations
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Every quoted sentence on this record is the authors'. Every label is from Pith's closed vocabulary, with the probability shown beside it. Every number in the measurements table is the authors', checked by code. Record as JSON

The paper
Original abstract

Digital 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.

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Each citing sentence is taken from the citing paper's LaTeX source and typed by Pith's classifier. A label appears at probability 0.8 or more (0.95 for support), a contest at 0.7 or more; the quoted words are the citing authors'. How each label was checked · JSON

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