4 ms·
There has been a paper on using genetic algorithms for deckbuilding in magic[0] I'm working on at least partially reproducing and improving upon the paper but
by dtx1 3y ago
There has been a paper on using genetic algorithms for deckbuilding in magic[0]
I'm working on at least partially reproducing and improving upon the paper but the reality is that MTG as a game is really hard to implement (and a shitload of work) so i'm building my own MTG inspired game to try and balance it using genetic deck building.
[0] https://ntnuopen.ntnu.no/ntnu-xmlui/bitstream/handle/11250/2462429/16274_FULLTEXT.pdf?sequence=1 https://ntnuopen.ntnu.no/ntnu-xmlui/bitstream/handle/11250/2...
- standardly 3y agoInteresting! Is there a way I can keep up with this? edit: I mistakenly thought you authored the paper, but if you do make progress on your game definitely update us
- dtx1 3y agoI certainly will! But it's a long road with many unanswered questions: Can a MCTS with enough compute time beat a human consistently enough? Can MCTS reliably exploit super efficient combos? How can I optimize MCTS Strategies for stronger and stronger players? Can you use Machine learning to optimize further? How do you encode a TCG for a neural net? How do I deal with a potentially infinite play field (MTG can generate token cards). Can genetic deck building find the best decks? If not, are there other options? ... My ultimate goal here is to create a better Magic. Fixing all the Gameplay issues from having grown over decades, creating a much more streamlined ruleset, a much broader stable meta, etc. etc. But yeah, right now i'm in the "thinking a lot about this" phase.