Starcraft
87 papers with code • 0 benchmarks • 6 datasets
Starcraft I is a RTS game; the task is to train an agent to play the game.
( Image credit: Macro Action Selection with Deep Reinforcement Learning in StarCraft )
Benchmarks
These leaderboards are used to track progress in Starcraft
Libraries
Use these libraries to find Starcraft 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.
StarCraft II: A New Challenge for Reinforcement Learning
Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain.
QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning
At the same time, it is often possible to train the agents in a centralised fashion in a simulated or laboratory setting, where global state information is available and communication constraints are lifted.
Relational Deep Reinforcement Learning
We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning.
Perceiver IO: A General Architecture for Structured Inputs & Outputs
A central goal of machine learning is the development of systems that can solve many problems in as many data domains as possible.
Counterfactual Multi-Agent Policy Gradients
COMA uses a centralised critic to estimate the Q-function and decentralised actors to optimise the agents' policies.
The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games
Proximal Policy Optimization (PPO) is a popular on-policy reinforcement learning algorithm but is significantly less utilized than off-policy learning algorithms in multi-agent settings.
Stabilising Experience Replay for Deep Multi-Agent Reinforcement Learning
Many real-world problems, such as network packet routing and urban traffic control, are naturally modeled as multi-agent reinforcement learning (RL) problems.
Weighted QMIX: Expanding Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning
We show in particular that this projection can fail to recover the optimal policy even with access to $Q^*$, which primarily stems from the equal weighting placed on each joint action.
TStarBots: Defeating the Cheating Level Builtin AI in StarCraft II in the Full Game
Both TStarBot1 and TStarBot2 are able to defeat the built-in AI agents from level 1 to level 10 in a full game (1v1 Zerg-vs-Zerg game on the AbyssalReef map), noting that level 8, level 9, and level 10 are cheating agents with unfair advantages such as full vision on the whole map and resource harvest boosting.