Related papers: StarCraft II Build Order Optimization using Deep R…
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,…
The combination of Monte-Carlo Tree Search (MCTS) and deep reinforcement learning is state-of-the-art in two-player perfect-information games. In this paper, we describe a search algorithm that uses a variant of MCTS which we enhanced by 1)…
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 investigate the impact of supervised prediction models on the strength and efficiency of artificial agents that use the Monte-Carlo Tree Search (MCTS) algorithm to play a popular video game Hearthstone: Heroes of Warcraft. We overview…
Deep reinforcement learning has been successfully applied to several visual-input tasks using model-free methods. In this paper, we propose a model-based approach that combines learning a DNN-based transition model with Monte Carlo tree…
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…
The construction of approximate replication strategies for pricing and hedging of derivative contracts in incomplete markets is a key problem of financial engineering. Recently Reinforcement Learning algorithms for hedging under realistic…
StarCraft (SC) is one of the most popular and successful Real Time Strategy (RTS) games. In recent years, SC is also widely accepted as a challenging testbed for AI research because of its enormous state space, partially observed…
The real-time strategy game StarCraft has proven to be a challenging environment for artificial intelligence techniques, and as a result, current state-of-the-art solutions consist of numerous hand-crafted modules. In this paper, we show…
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…
Gradient-based methods are often used for policy optimization in deep reinforcement learning, despite being vulnerable to local optima and saddle points. Although gradient-free methods (e.g., genetic algorithms or evolution strategies) help…
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…
Monte Carlo Tree Search (MCTS) methods have proven powerful in planning for sequential decision-making problems such as Go and video games, but their performance can be poor when the planning depth and sampling trajectories are limited or…
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…
Adversarial self-play in two-player games has delivered impressive results when used with reinforcement learning algorithms that combine deep neural networks and tree search. Algorithms like AlphaZero and Expert Iteration learn tabula-rasa,…
We propose a planning-based method to teach an agent to manage portfolio from scratch. Our approach combines deep reinforcement learning techniques with search techniques like AlphaGo. By uniting the advantages in A* search algorithm with…
In combination with Reinforcement Learning, Monte-Carlo Tree Search has shown to outperform human grandmasters in games such as Chess, Shogi and Go with little to no prior domain knowledge. However, most classical use cases only feature up…
We present a self-learning approach that combines deep reinforcement learning and Monte Carlo tree search to solve the traveling salesman problem. The proposed approach has two advantages. First, it adopts deep reinforcement learning to…
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…
StarCraft, one of the most difficult esport games with long-standing history of professional tournaments, has attracted generations of players and fans, and also, intense attentions in artificial intelligence research. Recently, Google's…