Approaches

Five families of technique show up across Slay the Spire projects. Most strong bots mix two or more.

Rules & heuristics

Hand-written priorities and conditions: which cards to take, which events to accept, when to rest.

Works for

Fast, explainable, and needs no data. Bottled AI wins 20–52% depending on character with rules plus combat search.

Watch out for

Every interaction has to be written by hand, and a list tuned for one deck plays badly with another.

Projects (5)

Reinforcement learning

Policies trained from game outcomes, usually inside a simulator.

Works for

Out-of-combat choices on top of combat search, where it beats hand-written heuristics.

Watch out for

Sparse, delayed reward over 50-plus floors. Learning combat directly has mostly failed so far.

Projects (8)

Papers and write-ups (1)

Learning from runs

Models trained to copy decisions from human runs or from a stronger bot.

Works for

Bootstrapping a policy, distilling a slow search into a fast network, and pick or damage advisors.

Watch out for

Human data inherits human mistakes; bot data caps the student at the teacher.

Projects (5)

Papers and write-ups (1)

Language models

Language models given the game state as text and asked for the next action, sometimes with tools, memory or fine-tuning.

Works for

Quick to start, readable reasoning, works across both games with the same bridge.

Watch out for

Slow and expensive per decision, weak at long-horizon planning without help, and results vary between models.

Projects (11)

Papers and write-ups (7)