On the Verge of Solving Rocket League using Deep Reinforcement Learning and Sim-to-sim Transfer

Marco Pleines, Konstantin Ramthun, Yannik Wegener, Hendrik Meyer, M. Pallasch, Sebastian Prior, Jannik Drögemüller, Leon Büttinghaus, Thilo Röthemeyer, Alexander Kaschwig, Oliver Chmurzynski, Frederik Rohkrähmer, Roman Kalkreuth, F. Zimmer, M. Preuss
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引用次数: 1

Abstract

Autonomously trained agents that are supposed to play video games reasonably well rely either on fast simulation speeds or heavy parallelization across thousands of machines running concurrently. This work explores a third way that is established in robotics, namely sim-to-real transfer, or if the game is considered a simulation itself, sim-to-sim transfer. In the case of Rocket League, we demonstrate that single behaviors of goalies and strikers can be successfully learned using Deep Reinforcement Learning in the simulation environment and transferred back to the original game. Although the implemented training simulation is to some extent inaccurate, the goalkeeping agent saves nearly 100% of its faced shots once transferred, while the striking agent scores in about 75% of cases. Therefore, the trained agent is robust enough and able to generalize to the target domain of Rocket League.
即将使用深度强化学习和模拟到模拟迁移来解决火箭联盟
经过自主训练的智能体应该能够很好地玩电子游戏,这要么依赖于快速的模拟速度,要么依赖于同时运行的数千台机器的高度并行化。这项工作探索了机器人技术中建立的第三种方式,即模拟到真实的转移,或者如果游戏本身被认为是模拟,则是模拟到模拟的转移。在火箭联盟的案例中,我们证明了守门员和前锋的单一行为可以在模拟环境中使用深度强化学习成功学习并转移回原始游戏。虽然所实现的训练模拟在一定程度上是不准确的,但守门员在被转移后几乎100%的扑救了面对的射门,而前锋的得分率约为75%。因此,训练后的智能体具有足够的鲁棒性,能够泛化到Rocket League的目标域。
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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