Applying reinforcement learning to small scale combat in the real-time strategy game StarCraft:Broodwar

S. Wender, I. Watson
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引用次数: 104

Abstract

This paper presents an evaluation of the suitability of reinforcement learning (RL) algorithms to perform the task of micro-managing combat units in the commercial real-time strategy (RTS) game StarCraft:Broodwar (SC:BW). The applied techniques are variations of the common Q-learning and Sarsa algorithms, both simple one-step versions as well as more sophisticated versions that use eligibility traces to offset the problem of delayed reward. The aim is the design of an agent that is able to learn in an unsupervised manner in a complex environment, eventually taking over tasks that had previously been performed by non-adaptive, deterministic game AI. The preliminary results presented in this paper show the viability of the RL algorithms at learning the selected task. Depending on whether the focus lies on maximizing the reward or on the speed of learning, among the evaluated algorithms one-step Q-learning and Sarsa(λ) prove best at learning to manage combat units.
将强化学习应用于即时战略游戏《星际争霸:母巢之战》中的小规模战斗
本文评估了强化学习(RL)算法在商业实时战略游戏《星际争霸:母巢之战》(SC:BW)中执行战斗单位微观管理任务的适用性。应用的技术是常见的Q-learning和Sarsa算法的变体,既有简单的一步版本,也有更复杂的版本,使用资格跟踪来抵消延迟奖励的问题。我们的目标是设计一个能够在复杂环境中以无监督的方式学习的代理,最终接管以前由非适应性、确定性游戏AI执行的任务。本文提出的初步结果表明了强化学习算法在学习选定任务方面的可行性。在评估的算法中,一步q学习和Sarsa(λ)被证明最擅长学习管理作战单位,这取决于关注的是奖励最大化还是学习速度。
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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