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Card Games

Card games involve playing cards: the task is to train an agent to play the game with specified rules and beat other players.

Papers

Showing 1–50 of 52 papers

TitleStatusHype
Reinforcement Learning for Hanabi—0
SPIN-Bench: How Well Do LLMs Plan Strategically and Reason Socially?—0
GTR: Guided Thought Reinforcement Prevents Thought Collapse in RL-based VLM Agent Training—0
GFlowVLM: Enhancing Multi-step Reasoning in Vision-Language Models with Generative Flow Networks—0
Cardiverse: Harnessing LLMs for Novel Card Game Prototyping—0
Optimizing Hearthstone Agents using an Evolutionary AlgorithmCode0
A Taxonomy of Collectible Card Games from a Game-Playing AI Perspective—0
Identifying and Clustering Counter Relationships of Team Compositions in PvP Games for Efficient Balance AnalysisCode0
AlphaDou: High-Performance End-to-End Doudizhu AI Integrating BiddingCode1
Contrastive Learning of Preferences with a Contextual InfoNCE Loss—0
Learning With Generalised Card Representations for "Magic: The Gathering"—0
Enhancing Commentary Strategies for Imperfect Information Card Games: A Study of Large Language Models in Guandan CommentaryCode0
Learning to Beat ByteRL: Exploitability of Collectible Card Game Agents—0
Transformer Based Planning in the Observation Space with Applications to Trick Taking Card Games—0
GTBench: Uncovering the Strategic Reasoning Limitations of LLMs via Game-Theoretic EvaluationsCode3
DanZero+: Dominating the GuanDan Game through Reinforcement LearningCode1
Two-Step Reinforcement Learning for Multistage Strategy Card Game—0
History Filtering in Imperfect Information Games: Algorithms and Complexity—0
Suspicion-Agent: Playing Imperfect Information Games with Theory of Mind Aware GPT-4Code1
PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop GamesCode1
Introducing Tales of Tribute AI CompetitionCode1
Towards Computationally Efficient Responsibility Attribution in Decentralized Partially Observable MDPsCode0
DanZero: Mastering GuanDan Game with Reinforcement Learning—0
Towards Modern Card Games with Large-Scale Action Spaces Through Action Representation—0
On the complexity of Dark Chinese Chess—0
DouZero: Mastering DouDizhu with Self-Play Deep Reinforcement LearningCode2
Predicting Human Card Selection in Magic: The Gathering with Contextual Preference RankingCode0
Evolving Evaluation Functions for Collectible Card Game AI—0
Knowledge-Based Paranoia Search in Trick-Taking—0
ELO System for Skat and Other Games of Chance—0
Analysis of Evolutionary Program Synthesis for Card GamesCode0
Drafting in Collectible Card Games via Reinforcement LearningCode1
Evolutionary Approach to Collectible Card Game Arena Deckbuilding using Active Genes—0
RLCard: A Toolkit for Reinforcement Learning in Card GamesCode0
The Many AI Challenges of Hearthstone—0
The Winnability of Klondike Solitaire and Many Other Patience GamesCode1
Survey of Artificial Intelligence for Card Games and Its Application to the Swiss Game JassCode0
Learning Policies from Human Data for Skat—0
Policy Based Inference in Trick-Taking Card Games—0
Introducing the Hearthstone-AI Competition—0
Improving Search with Supervised Learning in Trick-Based Card Games—0
Combinational Q-Learning for Dou Di ZhuCode0
Neural Networks Models for Analyzing Magic: the Gathering Cards—0
Aggregated Semantic Matching for Short Text Entity Linking—0
Application of Self-Play Reinforcement Learning to a Four-Player Game of Imperfect InformationCode0
Approximating Poker Probabilities with Deep LearningCode0
Q-DeckRec: A Fast Deck Recommendation System for Collectible Card GamesCode0
Procedural Content Generation via Machine Learning (PCGML)—0
Latent Predictor Networks for Code GenerationCode1
Deep Reinforcement Learning from Self-Play in Imperfect-Information GamesCode1
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