Literature Review of OpenAI Five’s Mechanisms in Dota 2’s Bot Player

Edbert Felix Fangasadha, Steffi Soeroredjo, Anderies, A. A. Gunawan
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Abstract

Multiplayer Online Battle Arena (MOBA) games, such as Dota 2, present significant problems to AI systems, such as multi-agent, massive state-action space, and sophisticated action control. Those problems will become increasingly important in the development of more powerful AI systems. OpenAI Five has demonstrated that DRL (Deep Reinforcement Learning) agents can be trained to achieve superhuman competence in matches that involve thousands of steps before reaching the end goal without the need of explicit hierarchical macro-actions. These DRL agents, in general, receive high-dimensional inputs at each step and act on deep-neural-network-based policies updated by the learning mechanism to maximize the return in an end-to-end manner. This paper investigates the approaches employed by OpenAI Five to gradually acquire knowledge during training: (1) using surgeries to solve the problem of game renewals, (2) using hyperparameters instead of ordinary parameters since they cannot be processed, (3) making decisions using policies in addition to macro strategies. Finally, how the agents in the game receive and respond to observations and actions happening in each match is included, as an addition to explanations of the dense reward function for multiple agent cooperation created using the zero-sum technique.
OpenAI Five在《Dota 2》Bot Player中的机制
多人在线竞技游戏(MOBA),如《Dota 2》,给AI系统带来了重大问题,如多代理、大规模状态-行动空间和复杂的行动控制。在开发更强大的人工智能系统时,这些问题将变得越来越重要。OpenAI Five已经证明,可以训练DRL(深度强化学习)代理在达到最终目标之前需要数千步的比赛中获得超人的能力,而不需要明确的分层宏观动作。一般来说,这些DRL代理在每一步都接收高维输入,并根据学习机制更新的基于深度神经网络的策略采取行动,以端到端方式最大化回报。本文研究了OpenAI Five在训练过程中逐步获取知识的方法:(1)使用手术来解决游戏更新问题;(2)使用超参数来代替普通参数,因为它们不能被处理;(3)在宏观策略之外使用策略进行决策。最后,游戏中的代理如何接收和响应每次比赛中发生的观察和行动,作为解释使用零和技术创建的多代理合作的密集奖励函数的补充。
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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