Related papers: An Introduction of mini-AlphaStar
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…
Large Language Models (LLMs) have recently demonstrated impressive action sequence prediction capabilities but often struggle with dynamic, long-horizon tasks such as real-time strategic games. In a game such as StarCraftII (SC2), agents…
A reinforcement learning environment with adversary agents is proposed in this work for pursuit-evasion game in the presence of fog of war, which is of both scientific significance and practical importance in aerospace applications. One of…
Recent advances in Competitive Self-Play (CSP) have achieved, or even surpassed, human level performance in complex game environments such as Dota 2 and StarCraft II using Distributed Multi-Agent Reinforcement Learning (MARL). One core…
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…
Macro-management is an important problem in StarCraft, which has been studied for a long time. Various datasets together with assorted methods have been proposed in the last few years. But these datasets have some defects for boosting the…
Recent advances in multi-agent reinforcement learning (MARL) have achieved super-human performance in games like Quake 3 and Dota 2. Unfortunately, these techniques require orders-of-magnitude more training rounds than humans and don't…
In January 2019, DeepMind revealed AlphaStar to the world-the first artificial intelligence (AI) system to beat a professional player at the game of StarCraft II-representing a milestone in the progress of AI. AlphaStar draws on many areas…
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…
Spatial reasoning tasks in multi-agent environments such as event prediction, agent type identification, or missing data imputation are important for multiple applications (e.g., autonomous surveillance over sensor networks and subtasks for…
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…
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)…
Training agents in multi-agent competitive games presents significant challenges due to their intricate nature. These challenges are exacerbated by dynamics influenced not only by the environment but also by opponents' strategies. Existing…
Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that…
This paper introduces SC-Phi2, a fine-tuned StarCraft II small language model for macromanagement tasks. Small language models, like Phi2, Gemma, and DistilBERT, are streamlined versions of large language models (LLMs) with fewer parameters…
In real-time strategy (RTS) game artificial intelligence research, various multi-agent deep reinforcement learning (MADRL) algorithms are widely and actively used nowadays. Most of the research is based on StarCraft II environment because…
ATARI is a suite of video games used by reinforcement learning (RL) researchers to test the effectiveness of the learning algorithm. Receiving only the raw pixels and the game score, the agent learns to develop sophisticated strategies,…
Deep reinforcement learning methods have shown great performance on many challenging cooperative multi-agent tasks. Two main promising research directions are multi-agent value function decomposition and multi-agent policy gradients. In…
We present an adapter-based approach for tactical conditioning of StarCraft II AI agents. Current agents, while powerful, lack the ability to adapt their strategies based on high-level tactical directives. Our method freezes a pre-trained…
StarCraft, one of the most popular real-time strategy games, is a compelling environment for artificial intelligence research for both micro-level unit control and macro-level strategic decision making. In this study, we address an eminent…