When to Switch, Not Just What: Transition Quality Prediction in Clash Royale
Heeyun Heo, Huy Kang Kim

TL;DR
This paper introduces Transition Quality Prediction (TQP), a new approach for strategy recommendations in Clash Royale that accounts for switching costs and individual player behavior, improving decision quality.
Contribution
It reformulates strategy recommendation as a transition-level decision problem and develops a three-stage pipeline to optimize switch timing and strategy choice.
Findings
Full pipeline achieves +10.4% SwitchGap at 5.4% recommendation rate.
Loss-triggered switchers benefit most from subtype-conditioned guidance.
SwitchGap effectively measures policy discriminative quality without assuming observed choices are optimal.
Abstract
In competitive games, players frequently switch strategies after losing streaks, yet our analysis of 926,334 match records from 34,619 Clash Royale players reveals a counterintuitive pattern: switching frequency is inversely associated with the win rate, with effects that vary substantially across players and situational contexts. We attribute this to a limitation common in many prior recommendation systems, which evaluate strategies by expected quality while overlooking the behavioral cost of switching and individual differences in switching propensity. We refer to this implicit premise as the Zero Switching Cost Assumption. To address this, we reformulate strategy recommendation as a transition-level decision problem and instantiate it as TQP (Transition Quality Predictor), a three-stage pipeline structured as Who -> When -> What. PersonaGate suppresses recommendations for players…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
