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In this paper, we propose a novel benchmark called the StarCraft Multi-Agent Challenges+, where agents learn to perform multi-stage tasks and to use environmental factors without precise reward functions. The previous challenges (SMAC)…
Deep Reinforcement learning is a branch of unsupervised learning in which an agent learns to act based on environment state in order to maximize its total reward. Deep reinforcement learning provides good opportunity to model the complexity…
Artificially intelligent agents equipped with strategic skills that can negotiate during their interactions with other natural or artificial agents are still underdeveloped. This paper describes a successful application of Deep…
Real Time Strategy (RTS) games require macro strategies as well as micro strategies to obtain satisfactory performance since it has large state space, action space, and hidden information. This paper presents a novel hierarchical…
Humans learn all their life long. They accumulate knowledge from a sequence of learning experiences and remember the essential concepts without forgetting what they have learned previously. Artificial neural networks struggle to learn…
To widen their accessibility and increase their utility, intelligent agents must be able to learn complex behaviors as specified by (non-expert) human users. Moreover, they will need to learn these behaviors within a reasonable amount of…
We formulate the problem of defogging as state estimation and future state prediction from previous, partial observations in the context of real-time strategy games. We propose to employ encoder-decoder neural networks for this task, and…
Expert Iteration (ExIt) is an effective framework for learning game-playing policies from self-play. ExIt involves training a policy to mimic the search behaviour of a tree search algorithm - such as Monte-Carlo tree search - and using the…
Many real-world problems, such as network packet routing and urban traffic control, are naturally modeled as multi-agent reinforcement learning (RL) problems. However, existing multi-agent RL methods typically scale poorly in the problem…
Most uses of machine learning today involve training a model from scratch for a particular task, or sometimes starting with a model pretrained on a related task and then fine-tuning on a downstream task. Both approaches offer limited…
Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded…
Humans are experts at high-fidelity imitation -- closely mimicking a demonstration, often in one attempt. Humans use this ability to quickly solve a task instance, and to bootstrap learning of new tasks. Achieving these abilities in…
Deep reinforcement learning algorithms are usually impeded by sampling inefficiency, heavily depending on multiple interactions with the environment to acquire accurate decision-making capabilities. In contrast, humans rely on their…
Current Deep Reinforcement Learning algorithms still heavily rely on handcrafted neural network architectures. We propose a novel approach to automatically find strong topologies for continuous control tasks while only adding a minor…
In real-world multi-robot systems, performing high-quality, collaborative behaviors requires robots to asynchronously reason about high-level action selection at varying time durations. Macro-Action Decentralized Partially Observable Markov…
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not…
This paper introduces MazeBase: an environment for simple 2D games, designed as a sandbox for machine learning approaches to reasoning and planning. Within it, we create 10 simple games embodying a range of algorithmic tasks (e.g. if-then…
Imitation Learning (IL) is a machine learning approach to learn a policy from a dataset of demonstrations. IL can be useful to kick-start learning before applying reinforcement learning (RL) but it can also be useful on its own, e.g. to…
Large multi-agent systems such as real-time strategy games are often driven by collective behavior of agents. For example, in StarCraft II, human players group spatially near agents into a team and control the team to defeat opponents. In…
Annually the gaming industry spends approximately $15 billion in marketing reinvestment. However, this amount is spent without any consideration for the skill and luck of the player. For a casino, an unskilled player could fetch ~4 times…