TY - GEN
T1 - Playing Non-embedded Card-Based Games with Reinforcement Learning
AU - Wu, Tianyang
AU - Wan, Lipeng
AU - Wang, Yuhang
AU - Wan, Qiang
AU - Lan, Xuguang
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.
PY - 2025
Y1 - 2025
N2 - Significant progress has been made in AI for games, including board games, MOBA, and RTS games. However, complex agents are typically developed in an embedded manner, directly accessing game state information, unlike human players who rely on noisy visual data, leading to unfair competition. Developing complex non-embedded agents remains challenging, especially in card-based RTS games with complex features and large state spaces. We propose a non-embedded offline reinforcement learning training strategy using visual inputs to achieve real-time autonomous gameplay in the RTS game Clash Royale (Clash Royale is a trademark of Supercell in Finland and other countries. This content is not approved or sponsored by Supercell). Due to the lack of a object detection dataset for this game, we designed an efficient generative object detection dataset for training. We extract features using state-of-the-art object detection and optical character recognition models. Our method enables real-time image acquisition, perception feature fusion, decision-making, and control on mobile devices, successfully defeating built-in AI opponents. All code is open-sourced at https://github.com/wty-yy/katacr.
AB - Significant progress has been made in AI for games, including board games, MOBA, and RTS games. However, complex agents are typically developed in an embedded manner, directly accessing game state information, unlike human players who rely on noisy visual data, leading to unfair competition. Developing complex non-embedded agents remains challenging, especially in card-based RTS games with complex features and large state spaces. We propose a non-embedded offline reinforcement learning training strategy using visual inputs to achieve real-time autonomous gameplay in the RTS game Clash Royale (Clash Royale is a trademark of Supercell in Finland and other countries. This content is not approved or sponsored by Supercell). Due to the lack of a object detection dataset for this game, we designed an efficient generative object detection dataset for training. We extract features using state-of-the-art object detection and optical character recognition models. Our method enables real-time image acquisition, perception feature fusion, decision-making, and control on mobile devices, successfully defeating built-in AI opponents. All code is open-sourced at https://github.com/wty-yy/katacr.
KW - Generative object detection dataset
KW - Non-embedded game AI
KW - Offline reinforcement learning
UR - https://www.scopus.com/pages/publications/85218622865
U2 - 10.1007/978-981-96-0792-1_20
DO - 10.1007/978-981-96-0792-1_20
M3 - 会议稿件
AN - SCOPUS:85218622865
SN - 9789819607914
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 255
EP - 269
BT - Intelligent Robotics and Applications - 17th International Conference, ICIRA 2024, Proceedings
A2 - Lan, Xuguang
A2 - Mei, Xuesong
A2 - Jiang, Caigui
A2 - Zhao, Fei
A2 - Tian, Zhiqiang
PB - Springer Science and Business Media Deutschland GmbH
T2 - 17th International Conference on Intelligent Robotics and Applications, ICIRA 2024
Y2 - 31 July 2024 through 2 August 2024
ER -