Reinforcement Learning Algorithms Performance Comparison on the Game of DeepRTS

S. O. Sahin, Veysel Yücesoy
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引用次数: 1

Abstract

In this paper, i) we build a framework using macro actions on top of DeepRTS, which is specifically developed for learning purposes, and ii) we train a number of deep reinforcement learning based agents and then we conduct a detailed performance analysis on the performance of these agents. We make changes on the publicly available version of DeepRTS to make it parallel to real life planning problems and make it trainable with a decent hardware. Firstly, we create a set of macro actions based on human heuristics and we train our agent using only these actions. Secondly, similar to the real life planning problem, we change the problem such that we simultaneously take actions for all available unit at a time step. When we consider this situation together with duration of macro actions being different, multiple actions may start and multiple actions ends at any time step. Therefore, the problem draw apart from classical reinforcement learning problem in a certain amount. In addition, the credit assignment problem becomes more sophisticated since each action lasts a duration and at any time multiple actions are conducted. We create three rule based agents to use them as enemy players in training of our agents. We report the performance of the agents as player-1 and player-2 against each others.
deep - prts游戏中的强化学习算法性能比较
在本文中,i)我们在DeepRTS之上构建了一个使用宏观动作的框架,这是专门为学习目的而开发的,ii)我们训练了一些基于深度强化学习的智能体,然后我们对这些智能体的性能进行了详细的性能分析。我们对DeepRTS的公开可用版本进行了更改,使其与现实生活中的规划问题并行,并使其可以通过体面的硬件进行训练。首先,我们创建了一组基于人类启发式的宏观动作,并仅使用这些动作来训练我们的智能体。其次,类似于现实生活规划问题,我们改变问题,使我们在一个时间步长同时对所有可用单元采取行动。当我们考虑这种情况以及宏动作持续时间的不同时,多个动作可能在任何时间步开始和结束。因此,该问题与经典的强化学习问题有一定的区别。此外,由于每个操作都持续一段时间,并且在任何时候都执行多个操作,因此信用分配问题变得更加复杂。我们创建了三个基于规则的代理,将它们用作训练代理的敌方玩家。我们报告代理作为参与人1和参与人2相互竞争的性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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