Related papers: On Reinforcement Learning for Full-length Game of …
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…
Real-time strategy games have been an important field of game artificial intelligence in recent years. This paper presents a reinforcement learning and curriculum transfer learning method to control multiple units in StarCraft…
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…
Injecting human knowledge is an effective way to accelerate reinforcement learning (RL). However, these methods are underexplored. This paper presents our discovery that an abstract forward model (thought-game (TG)) combined with transfer…
This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of…
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…
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…
There have been numerous breakthroughs with reinforcement learning in the recent years, perhaps most notably on Deep Reinforcement Learning successfully playing and winning relatively advanced computer games. There is undoubtedly an…
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,…
This work is inspired by recent advances in hierarchical reinforcement learning (HRL) (Barto and Mahadevan 2003; Hengst 2010), and improvements in learning efficiency from heuristic-based subgoal selection, experience replay (Lin 1993;…
Traditionally, learning from human demonstrations via direct behavior cloning can lead to high-performance policies given that the algorithm has access to large amounts of high-quality data covering the most likely scenarios to be…
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…
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…
Reinforcement learning (RL) is an area of research that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games. This success is primarily due to the vast…
Humans can leverage hierarchical structures to split a task into sub-tasks and solve problems efficiently. Both imitation and reinforcement learning or a combination of them with hierarchical structures have been proven to be an efficient…
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…
StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time…
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…
Real-time strategy (RTS) games make heavy use of artificial intelligence (AI), especially in the design of computerized opponents. Because of the computational complexity involved in managing all aspects of these games, many AI opponents…