Starcraft II is a RTS game; the task is to train an agent to play the game.
( Image credit: The StarCraft Multi-Agent Challenge )
Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain.
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.
We also split MSC into training, validation and test set for the convenience of evaluation and comparison.
Reinforcement learning (RL) is an area of research that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games.
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.
Introduction of background knowledge can accelerate the training of 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.
A great challenge in cooperative decentralized multi-agent reinforcement learning (MARL) is generating diversified behaviors for each individual agent when receiving only a team reward.
Multi-agent reinforcement learning (MARL) has recently received considerable attention due to its applicability to a wide range of real-world applications.