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Playing Non-Embedded Card-Based Games with Reinforcement Learning

7 April 2025
Tianyang Wu
Lipeng Wan
Yuhang Wang
Qiang Wan
Xuguang Lan
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Abstract

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. 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 atthis https URL.

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@article{wu2025_2504.04783,
  title={ Playing Non-Embedded Card-Based Games with Reinforcement Learning },
  author={ Tianyang Wu and Lipeng Wan and Yuhang Wang and Qiang Wan and Xuguang Lan },
  journal={arXiv preprint arXiv:2504.04783},
  year={ 2025 }
}
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