Discrete and Continuous Action Representation for Practical RL in Video Games

23 Dec 2019  ·  Olivier Delalleau, Maxim Peter, Eloi Alonso, Adrien Logut ·

While most current research in Reinforcement Learning (RL) focuses on improving the performance of the algorithms in controlled environments, the use of RL under constraints like those met in the video game industry is rarely studied. Operating under such constraints, we propose Hybrid SAC, an extension of the Soft Actor-Critic algorithm able to handle discrete, continuous and parameterized actions in a principled way. We show that Hybrid SAC can successfully solve a highspeed driving task in one of our games, and is competitive with the state-of-the-art on parameterized actions benchmark tasks. We also explore the impact of using normalizing flows to enrich the expressiveness of the policy at minimal computational cost, and identify a potential undesired effect of SAC when used with normalizing flows, that may be addressed by optimizing a different objective.

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Datasets


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Task Dataset Model Metric Name Metric Value Global Rank Result Benchmark
Control with Prametrised Actions Half Field Offence Hybrid SAC Goal Probability 0.639 # 2
Control with Prametrised Actions Platform Hybrid SAC Return 0.981 # 2
Control with Prametrised Actions Robot Soccer Goal Hybrid SAC Goal Probability 0.728 # 2

Methods