SMAC
41 papers with code • 11 benchmarks • 1 datasets
The StarCraft Multi-Agent Challenge (SMAC) is a benchmark that provides elements of partial observability, challenging dynamics, and high-dimensional observation spaces. SMAC is built using the StarCraft II game engine, creating a testbed for research in cooperative MARL where each game unit is an independent RL agent.
Libraries
Use these libraries to find SMAC models and implementationsMost implemented papers
The StarCraft Multi-Agent Challenge
In this paper, we propose the StarCraft Multi-Agent Challenge (SMAC) as a benchmark problem to fill this gap.
Is Independent Learning All You Need in the StarCraft Multi-Agent Challenge?
Most recently developed approaches to cooperative multi-agent reinforcement learning in the \emph{centralized training with decentralized execution} setting involve estimating a centralized, joint value function.
mlrMBO: A Modular Framework for Model-Based Optimization of Expensive Black-Box Functions
We present mlrMBO, a flexible and comprehensive R toolbox for model-based optimization (MBO), also known as Bayesian optimization, which addresses the problem of expensive black-box optimization by approximating the given objective function through a surrogate regression model.
MAVEN: Multi-Agent Variational Exploration
We specifically focus on QMIX [40], the current state-of-the-art in this domain.
FACMAC: Factored Multi-Agent Centralised Policy Gradients
We propose FACtored Multi-Agent Centralised policy gradients (FACMAC), a new method for cooperative multi-agent reinforcement learning in both discrete and continuous action spaces.
Rethinking the Implementation Matters in Cooperative Multi-Agent Reinforcement Learning
Multi-Agent Reinforcement Learning (MARL) has seen revolutionary breakthroughs with its successful application to multi-agent cooperative tasks such as computer games and robot swarms.
Efficient Hyperparameter Optimization of Deep Learning Algorithms Using Deterministic RBF Surrogates
Those methods adopt probabilistic surrogate models like Gaussian processes to approximate and minimize the validation error function of hyperparameter values.
Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best
This paper introduces a simple and fast variant of Planet Wars as a test-bed for statistical planning based Game AI agents, and for noisy hyper-parameter optimisation.
On the Performance of Differential Evolution for Hyperparameter Tuning
This empirical study involves a range of different machine learning algorithms and datasets with various characteristics to compare the performance of Differential Evolution with Sequential Model-based Algorithm Configuration (SMAC), a reference Bayesian Optimization approach.
SMIX($λ$): Enhancing Centralized Value Functions for Cooperative Multi-Agent Reinforcement Learning
Learning a stable and generalizable centralized value function (CVF) is a crucial but challenging task in multi-agent reinforcement learning (MARL), as it has to deal with the issue that the joint action space increases exponentially with the number of agents in such scenarios.