Related papers: High-Level Strategy Selection under Partial Observ…
Hierarchical reinforcement learning (HRL) proposes to solve difficult tasks by performing decision-making and control at successively higher levels of temporal abstraction. However, off-policy HRL often suffers from the problem of a…
This work leverages adaptive social learning to estimate partially observable global states in multi-agent reinforcement learning (MARL) problems. Unlike existing methods, the proposed approach enables the concurrent operation of social…
In typical real-time strategy (RTS) games, enemy units are visible only when they are within sight range of a friendly unit. Knowledge of an opponent's disposition is limited to what can be observed through scouting. Information is costly,…
In strategy games, one of the most important aspects of game design is maintaining a sense of challenge for players. Many mobile titles feature quick gameplay loops that allow players to progress steadily, requiring an abundance of levels…
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…
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…
This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, by human or robotic players, to discover how to reason about tactics and strategy. We present a dataset of StarCraft games encompassing the…
Due to recent breakthroughs, reinforcement learning (RL) has demonstrated impressive performance in challenging sequential decision-making problems. However, an open question is how to make RL cope with partial observability which is…
Large Language Models (LLMs) have recently shown strong reasoning and generalization capabilities, motivating their use as decision-making policies in complex environments. StarCraft II (SC2), with its massive state-action space and partial…
The real-time strategy game of StarCraft II has been posed as a challenge for reinforcement learning by Google's DeepMind. This study examines the use of an agent based on the Monte-Carlo Tree Search algorithm for optimizing the build order…
StarCraft: Brood War remains a challenging benchmark for artificial intelligence research, particularly in the domain of macromanagement, where long-term strategic planning is required. Traditional approaches to StarCraft AI rely on…
Offline Reinforcement learning (RL) has shown potent in many safe-critical tasks in robotics where exploration is risky and expensive. However, it still struggles to acquire skills in temporally extended tasks. In this paper, we study the…
The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. "Tech trees" or "build trees" are the core of real-time strategy (RTS) game strategic (long term) planning. This paper presents a generic and simple Bayesian…
A robot's instantaneous sensory observations do not always reveal task-relevant state information. Under such partial observability, optimal behavior typically involves explicitly acting to gain the missing information. Today's standard…
In swarm robotics, confrontation scenarios, including strategic confrontations, require efficient decision-making that integrates discrete commands and continuous actions. Traditional task and motion planning methods separate…
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…
Reinforcement learning has empowered large language models to act as intelligent agents, yet training them for long-horizon tasks remains challenging due to the scarcity of high-quality trajectories, especially under limited resources.…
Decision making in modern large-scale and complex systems such as communication networks, smart electricity grids, and cyber-physical systems motivate novel game-theoretic approaches. This paper investigates big strategic (non-cooperative)…
With the recent advances in the field of deep learning, learning-based methods are widely being implemented in various robotic systems that help robots understand their environment and make informed decisions to achieve a wide variety of…
Terrain analysis in Real-Time Strategy games is a necessary step to allow spacial reasoning. The goal of terrain analysis is to gather and process data about the map topology and properties to have a qualitative spatial representation. On…