Related papers: StarCraftImage: A Dataset For Prototyping Spatial …
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…
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…
Various works have aimed at combining the inference efficiency of recurrent models and training parallelism of multi-head attention for sequence modeling. However, most of these works focus on tasks with fixed-dimension observation spaces,…
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…
Creation and storage of datasets are often overlooked input costs in machine learning, as many datasets are simple image label pairs or plain text. However, datasets with more complex structures, such as those from the real time strategy…
StarCraft II is a challenging benchmark for AI agents due to the necessity of both precise micro level operations and strategic macro awareness. Previous works, such as Alphastar and SCC, achieve impressive performance on tackling StarCraft…
We release a dataset of 65646 StarCraft replays that contains 1535 million frames and 496 million player actions. We provide full game state data along with the original replays that can be viewed in StarCraft. The game state data was…
This paper introduces MazeBase: an environment for simple 2D games, designed as a sandbox for machine learning approaches to reasoning and planning. Within it, we create 10 simple games embodying a range of algorithmic tasks (e.g. if-then…
We consider scenarios from the real-time strategy game StarCraft as new benchmarks for reinforcement learning algorithms. We propose micromanagement tasks, which present the problem of the short-term, low-level control of army members…
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…
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…
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…
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…
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…
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…
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…
Although numerous strategies have recently been proposed to enhance the autonomous interaction capabilities of multimodal agents in graphical user interface (GUI), their reliability remains limited when faced with complex or out-of-domain…
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…
As a relatively new form of sport, esports offers unparalleled data availability. Despite the vast amounts of data that are generated by game engines, it can be challenging to extract them and verify their integrity for the purposes of…
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…