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
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
- 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