Drafting, i.e., the selection of a subset of items from a larger candidate set, is a key element of many games and related problems. It encompasses team formation in sports or e-sports, as well as deck selection in many modern card games. The key difficulty of drafting is that it is typically not sufficient to simply evaluate each item in a vacuum and to select the best items. The evaluation of an item depends on the context of the set of items that were already selected earlier, as the value of a set is not just the sum of the values of its members - it must include a notion of how well items go together. In this paper, we study drafting in the context of the card game Magic: The Gathering. We propose the use of a contextual preference network, which learns to compare two possible extensions of a given deck of cards. We demonstrate that the resulting network is better able to evaluate card decks in this game than previous attempts.
翻译:起草工作,即从更大型的候选人组中选择一组项目,是许多游戏和相关问题的一个关键要素,包括体育或电子体育中的团队组建,以及许多现代纸牌游戏中的甲板选择。起草工作的主要困难是,通常不足以简单地在真空中评估每个项目并选择最佳项目。对一个项目的评价取决于早先已经选定的一组项目的背景,因为一组项目的价值不仅仅是其成员价值的总和,它必须包括项目组合的好坏概念。在本文中,我们研究在纸牌游戏“聚集”的背景下起草工作。我们建议使用一个背景偏好网络,以学习比较给定牌的两种可能的扩展。我们证明,由此产生的网络比以往的尝试更有能力评估这个游戏中的牌牌牌。