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An AI that learns to play Clash Royale through reinforcement learning

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Chinedu-E/ClashRoyale-AI

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Description

This project contains my implemenation of reinforcement learning algorithms to attempt to play the game of clash royale. Implemented ideas from this paper https://arxiv.org/pdf/1803.10122.pdf and https://arxiv.org/abs/1810.06394

Agent Overview

action space: card choice: Discrete(5)

  • 0 - NOOP
  • 1 - 4 (corresponding card in hand)

position: game screen boundary

Observation space:

  • Latent features: shape of z_dimension of vae
  • card features: current shape = 166, changes as development continues

Methodology

model Card features include:

  • current time
  • current elixir
  • current princess towers hitpoints and damage per second
  • 2x elixir (bool)
  • XY positions of enemy troops on the board (max of 50)

Then for each card in hand and next;

  • card type (categorical, Troop | Spell)
  • damage per second
  • hitpoints
  • hitspeed
  • targets (categorical, Air | Ground | Air & Ground | Building)
  • speed (categorical, Slow | Medium | Fast | Very fast)
  • range (mixed but treated as categorical)
  • count
  • crown tower damage
  • area damage
  • radius
  • elixir cost

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