diff --git a/README.md b/README.md index ec83528..3e70975 100644 --- a/README.md +++ b/README.md @@ -192,6 +192,7 @@ If you aren't able to access any paper on this list, please [try using Sci-Hub]( - [Analysis of Symmetry and Conventions in Off-Belief Learning (OBL) in Hanabi](https://fanpu.io/blog/2022/symmetry-and-conventions-in-obl-hanabi/) (blogPost) - [Using intuitive behavior models to adapt to and work with human teammates in Hanabi](http://reports-archive.adm.cs.cmu.edu/anon/anon/usr0/ftp/usr/ftp/2022/abstracts/22-119.html) (thesis) - [Behavioral Differences is the Key of Ad-hoc Team Cooperation in Multiplayer Games Hanabi](http://arxiv.org/abs/2303.06775) (preprint) +- [The Hidden Rules of Hanabi: How Humans Outperform AI Agents](https://dl.acm.org/doi/10.1145/3544548.3581550) (conferencePaper) # Hearthstone - [Mapping Hearthstone Deck Spaces through MAP-Elites with Sliding Boundaries](http://arxiv.org/abs/1904.10656) (journalArticle) @@ -206,6 +207,9 @@ If you aren't able to access any paper on this list, please [try using Sci-Hub]( - [Optimizing Hearthstone agents using an evolutionary algorithm](https://linkinghub.elsevier.com/retrieve/pii/S0950705119304356) (journalArticle) - [Exploring the hearthstone deck space](https://dl.acm.org/doi/10.1145/3235765.3235791) (conferencePaper) - [Computational Intelligence Techniques for Games with Incomplete Information](https://webthesis.biblio.polito.it/26844/) (thesis) +- [Perfect Information Hearthstone is PSPACE-hard](http://arxiv.org/abs/2305.12731) (preprint) +- [Summarizing Strategy Card Game AI Competition](http://arxiv.org/abs/2305.11814) (preprint) +- [Towards sample efficient deep reinforcement learning in collectible card games](https://linkinghub.elsevier.com/retrieve/pii/S1875952123000496) (journalArticle) # Hive - [On the complexity of Hive](https://dspace.library.uu.nl/handle/1874/396955) (thesis) diff --git a/boardgame-research.rdf b/boardgame-research.rdf index a065bb7..0326606 100644 --- a/boardgame-research.rdf +++ b/boardgame-research.rdf @@ -11629,6 +11629,232 @@ the top-performing agents in previous competitions and outperformed most of them 2023-05-06 06:11:46 3 + + preprint + + arXiv + + + + + + Zhang + Zhujun + + + + + + + + + Computer Science - Computational Complexity + + + Perfect Information Hearthstone is PSPACE-hard + We consider the computational complexity of Hearthstone which is a popular online CCG (collectible card game). We reduce a PSPACE-complete problem, the partition game, to perfect information Hearthstone in which there is no hidden information or random elements. In the reduction, each turn in Hearthstone is used to simulate one choice in the partition game. It is proved that determining whether the player has a forced win in perfect information Hearthstone is PSPACE-hard. + 2023-05-22 + arXiv.org + + + http://arxiv.org/abs/2305.12731 + + + 2023-05-31 06:12:11 + arXiv:2305.12731 [cs] + arXiv:2305.12731 + + + attachment + arXiv Fulltext PDF + + + https://arxiv.org/pdf/2305.12731.pdf + + + 2023-05-31 06:12:22 + 1 + application/pdf + + + attachment + arXiv.org Snapshot + + + https://arxiv.org/abs/2305.12731 + + + 2023-05-31 06:12:28 + 1 + text/html + + + preprint + + arXiv + + + + + + Kowalski + Jakub + + + + + Miernik + Radosław + + + + + + + + + Computer Science - Artificial Intelligence + + + Summarizing Strategy Card Game AI Competition + This paper concludes five years of AI competitions based on Legends of Code and Magic (LOCM), a small Collectible Card Game (CCG), designed with the goal of supporting research and algorithm development. The game was used in a number of events, including Community Contests on the CodinGame platform, and Strategy Card Game AI Competition at the IEEE Congress on Evolutionary Computation and IEEE Conference on Games. LOCM has been used in a number of publications related to areas such as game tree search algorithms, neural networks, evaluation functions, and CCG deckbuilding. We present the rules of the game, the history of organized competitions, and a listing of the participant and their approaches, as well as some general advice on organizing AI competitions for the research community. Although the COG 2022 edition was announced to be the last one, the game remains available and can be played using an online leaderboard arena. + 2023-05-19 + arXiv.org + + + http://arxiv.org/abs/2305.11814 + + + 2023-05-31 06:13:47 + arXiv:2305.11814 [cs] + arXiv:2305.11814 + + + attachment + arXiv Fulltext PDF + + + https://arxiv.org/pdf/2305.11814.pdf + + + 2023-05-31 06:13:56 + 1 + application/pdf + + + attachment + arXiv.org Snapshot + + + https://arxiv.org/abs/2305.11814 + + + 2023-05-31 06:14:02 + 1 + text/html + + + conferencePaper + + + ISBN 978-1-4503-9421-5 + Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems + DOI 10.1145/3544548.3581550 + + + + + + + Hamburg Germany + + + ACM + + + + + + + Sidji + Matthew + + + + + Smith + Wally + + + + + Rogerson + Melissa J. + + + + + The Hidden Rules of Hanabi: How Humans Outperform AI Agents + 2023-04-19 + en + The Hidden Rules of Hanabi + DOI.org (Crossref) + + + https://dl.acm.org/doi/10.1145/3544548.3581550 + + + 2023-05-31 06:19:29 + 1-16 + + + CHI '23: CHI Conference on Human Factors in Computing Systems + + + + + journalArticle + + + + + + Vieira + Ronaldo E Silva + + + + + Rocha Tavares + Anderson + + + + + Chaimowicz + Luiz + + + + + Towards sample efficient deep reinforcement learning in collectible card games + 7/2023 + en + DOI.org (Crossref) + + + https://linkinghub.elsevier.com/retrieve/pii/S1875952123000496 + + + 2023-07-27 12:13:09 + 100594 + + + Entertainment Computing + DOI 10.1016/j.entcom.2023.100594 + Entertainment Computing + ISSN 18759521 + 2048 @@ -11760,6 +11986,7 @@ the top-performing agents in previous competitions and outperformed most of them + Hearthstone @@ -11775,6 +12002,9 @@ the top-performing agents in previous competitions and outperformed most of them + + + Hive