Related papers: StarCraft II: A New Challenge for Reinforcement Le…
StarCraft II (SC2) poses a grand challenge for reinforcement learning (RL), of which the main difficulties include huge state space, varying action space, and a long time horizon. In this work, we investigate a set of RL techniques for the…
Recently, multiple approaches for creating agents for playing various complex real-time computer games such as StarCraft II or Dota 2 were proposed, however, they either embed a significant amount of expert knowledge into the agent or use a…
Starcraft II (SC2) is widely considered as the most challenging Real Time Strategy (RTS) game. The underlying challenges include a large observation space, a huge (continuous and infinite) action space, partial observations, simultaneous…
Deep reinforcement learning, and especially the Asynchronous Advantage Actor-Critic algorithm, has been successfully used to achieve super-human performance in a variety of video games. Starcraft II is a new challenge for the reinforcement…
StarCraft II poses a grand challenge for reinforcement learning. The main difficulties of it include huge state and action space and a long-time horizon. In this paper, we investigate a hierarchical reinforcement learning approach for…
In the last few years, deep multi-agent reinforcement learning (RL) has become a highly active area of research. A particularly challenging class of problems in this area is partially observable, cooperative, multi-agent learning, in which…
There is a lack of standard benchmarks for Multi-Agent Reinforcement Learning (MARL) algorithms. The Starcraft Multi-Agent Challenge (SMAC) has been widely used in MARL research, but is built on top of a heavy, closed-source computer game,…
AlphaStar, the AI that reaches GrandMaster level in StarCraft II, is a remarkable milestone demonstrating what deep reinforcement learning can achieve in complex Real-Time Strategy (RTS) games. However, the complexities of the game,…
Given the recent impact of Deep Reinforcement Learning in training agents to win complex games like StarCraft and DoTA(Defense Of The Ancients) - there has been a surge in research for exploiting learning based techniques for professional…
The research community lacks a middle ground between StarCraft IIs full game and its mini-games. The full-games sprawling state-action space renders reward signals sparse and noisy, but in mini-games simple agents saturate performance. This…
Evaluating large language models (LLMs) in complex decision-making is essential for advancing AI's ability for strategic planning and real-time adaptation. However, existing benchmarks for tasks like StarCraft II fail to capture the game's…
Deep multi-agent reinforcement learning (MARL) algorithms are booming in the field of collaborative intelligence, and StarCraft multi-agent challenge (SMAC) is widely-used as the benchmark therein. However, imaginary opponents of MARL…
The tremendous potential has been demonstrated by large language models (LLMs) in intelligent decision-making problems, with unprecedented capabilities shown across diverse applications ranging from gaming AI systems to complex strategic…
StarCraft II (SC2) is a real-time strategy game in which players produce and control multiple units to fight against opponent's units. Due to its difficulties, such as huge state space, various action space, a long time horizon, and…
Computer games, as fully controlled simulated environments, have been utilized in significant scientific studies demonstrating the application of Reinforcement Learning (RL). Gaming and esports are key areas influenced by the application of…
StarCraft II is a complex and dynamic real-time strategy (RTS) game environment, which is very suitable for artificial intelligence and reinforcement learning research. To address the problem of Large Language Model(LLM) learning in complex…
While deep reinforcement learning techniques have led to agents that are successfully able to learn to perform a number of tasks that had been previously unlearnable, these techniques are still susceptible to the longstanding problem of…
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)…
We present a novel modular architecture for StarCraft II AI. The architecture splits responsibilities between multiple modules that each control one aspect of the game, such as build-order selection or tactics. A centralized scheduler…
We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning. It uses…