Finally, we can use the embedding to extract meta-
information about this dataset. For example, the Siamese
network seems to strongly favor the colors red and white, as it
rates four white and five red cards higher than the best green
one.
IX. CONCLUSION
We showed that the proposed method of using a Siamese
network to model preferences in the context of drafting cards
in Magic: The Gathering worked well and vastly outperformed
previous results. Compared to [18], we report an increase in
accuracy by more than 56%, while also decreasing the pick
distance by more than 83%. Even when our network makes
an incorrect choice, the network ranks the correct choice
very high. In addition to this performance, we show that the
resulting embedding makes intuitive sense. It can be used to
learn further from the dataset, apart from only using it for
draft predictions. For this dataset, we were able to create
absolute rankings of cards and could speculate which colors
SIAMESEBOT prefers.
With this first implementation of a contextual preference
ranking framework, we showed that Siamese networks work
well for adding items to an existing set. We want to reempha-
size that while this is the first practical test of this framework,
there is no reason to believe that the success is limited to
this particular setting. We did not incorporate any domain
information into SIAMESEBOT beyond the ID of cards used
to encode the input. Therefore, we speculate that our proposed
framework will work well for other problems where preference
has to be modeled in a context.
X. FUTURE WORK
In order to further test the generality of this approach in
other domains, more work with other datasets is required. One
possible area for future work is sequential team-building in a
MOBA game. It could also be possible to extend this approach
beyond sequential decision-making. An example is a game
where decks are played against each other, and the context
is the intersection of both decks, with positive and negative
examples taken from the remaining cards of the winning and
losing deck respectively. This may introduce a lot of noise into
the training, as winning or losing with a deck is subject to a
multitude of factors besides the chosen cards, but may extend
the method to a larger variety of domains.
There is potential to use this method not only for pre-
game decision-making but for game playing as well. Given
a dataset of expert moves in a game, we can model the
anchor as the current game state, and the chosen and one not
chosen move as positive and negative examples. A concern
with all of those ideas however is the fact that we are solely
training on human expert examples, which provides an upper
limit on how well this can perform in a general context. To
circumvent this, one could also generate datasets on self-play
games as part of an agent training loop, as in AlphaZero [13]
and similar approaches. For further improving performance
within MTG, we could build refined architectures that use
meta-information and a history, which allows inferences about
opponent strategies and color choices which are used by strong
human players. We could also try to train separate networks
for specific numbers of already chosen cards, especially for
the case of 1 chosen card where performance is worst overall.
Acknowledgements We thank the authors of [18] for making the
data publicly available and for sharing their experimental data, and
Johannes-Kepler Universit
¨
at Linz for supporting M
¨
uller’s sabbatical
stay through their Research Fellowship program.
REFERENCES
[1] Bhatt, A., Lee, S., De Mesentie Silva, F., Watson, C. W., Togelius,
J., and Hoover, A. K. (2018). Exploring the Hearthstone deck space.
Proceedings of the 13th International Conference on the Foundations of
Digital Games (FDG), Malm
¨
o, Sweden. ACM.
[2] Burges, C., Shaked, T., Renshaw, E., Lazier, A., Deeds, M., Hamilton,
N., and Hullender, G. (2005). Learning to rank using gradient descent. In
Proceedings of the 22nd international conference on Machine learning
(pp. 89-96).
[3] Chicco, D. (2021). Siamese neural networks: An overview. In Hugh M.
Cartwright (ed.) Artificial Neural Networks, 3rd edition. Springer.
[4] Clevert, D. A., Unterthiner, T., and Hochreiter, S. (2016). Fast and
accurate deep network learning by exponential linear units (ELUs).
In 4th International Conference on Learning Representations (ICLR),
Conference Track Proceedings, 1–14.
[5] Draftsim dataset, https://draftsim.com/draft-data/
[6] Garc
´
ıa-S
´
anchez, P., Tonda, A. P., Squillero, G., Garc
´
ıa A. M., Merelo
Guerv
´
os J. J. (2016). Evolutionary deckbuilding in Hearthstone. Pro-
ceedings of the IEEE Conference on Computatonal Intelligence and
Games (CIG).
[7] Hoover, A. K., Togelius, J., Lee, S., and de Mesentier Silva, F. (2020).
The Many AI Challenges of Hearthstone. KI – K
¨
unstliche Intelligenz
34(1):33–43.
[8] Karsten, F (2018). An Early Pick Order List for Core Set 2019. Retrieved
April 02, 2021 from https://strategy.channelfireball.com/all-strategy/m
tg/channelmagic-articles/an-early-pick-order-list-for-core-set-2019/
[9] Koch, G., Zemel, R., and Salakhutdinov, R. (2015, July). Siamese neural
networks for one-shot image recognition. In Proceedings of the ICML’15
Deep Learning Workshop.
[10] Kowalski, J., and Miernik, R. (2020). Evolutionary approach to col-
lectible card game arena deckbuilding using active genes. Proceedings
of the IEEE Congress on Evolutionary Computation (CEC), Glasgow,
United Kingdom.
[11] Lian, Z., Li, Y., Tao, J., and Huang, J. (2018). Speech emotion recog-
nition via contrastive loss under Siamese networks. In Proceedings of
the Joint Workshop of the 4th Workshop on Affective Social Multimedia
Computing and 1st Multi-Modal Affective Computing of Large-Scale
Multimedia Data (ASMMC-MMAC), pp. 21–26.
[12] Scott-Vargas, L. (2018). Core Set 2019 Limited Set Review: White.
Retrieved April 02, 2021 from https://strategy.channelfireball.com/all-st
rategy/mtg/channelmagic-articles/core-set-2019-limited-set-review-wh
ite/
[13] Silver, D., Schrittwieser, J., Simonyan, K., Antonoglou, I., Huang, A.,
Guez, A., ... and Hassabis, D. (2017). Mastering the game of go without
human knowledge. nature, 550(7676), 354-359.
[14] Tesauro, G. (1988). Connectionist Learning of Expert Preferences by
Comparison Training. Advances in Neural Information Processing 1
(NIPS), pp. 99–106.
[15] Troha, D. (2018). Draftsim’s Pick Order List for Core Set 2019.
Retrieved April 02, 2021 from https://draftsim.com/M19-pick-order.php
[16] Van der Maaten, L., and Hinton, G. (2008). Visualizing data using t-
SNE. Journal of Machine Learning Research 9:2579–2605.
[17] Vinyals, O., Blundell, C., Lillicrap, T., Kavukcuoglu, K., and Wierstra,
D. (2016). Matching networks for one shot learning. Advances in Neural
Information Processing 29 (NIPS), pp. 3630–3638.
[18] Ward, H. N., Brooks, D. J., Troha, D., Khakhalin, A. S., and Mills, B.
(2020). AI solutions for drafting in Magic: The Gathering. arXiv preprint
2009.00655.
[19] Wizards of the Coast (2021). Magic: The Gathering Comprehensive
Rules. Retrieved April 07, 2021 from https://media.wizards.com/20
21/downloads/MagicCompRules%2020210224.pdf