MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Songling Yang , Yonghong Hou , Yi Ren , Wang Ding
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引用次数: 0

Abstract

Multi-agent reinforcement learning (MARL) excels in addressing complex problems, especially in real-time strategy (RTS) games. While Centralized Training with Decentralized Execution (CTDE) is a popular MARL paradigm, its lack of global guidance during decentralized execution hinders effective coordination, impairing policy learning. The study aims to develop an effective MARL algorithm for application in RTS games, addressing the poor coordination problem in previous CTDE algorithms and thereby improving the algorithm’s performance. To this end, we propose an approach called Improving Multi-Agent Coordination Based on Global-Situation Awareness (MCGA) to facilitate agent coordination by constructing a global-situation awareness estimator that translates the local history into valuable global insights to assist agent decision-making. During training, we introduce an alignment loss and use gradient information from credit assignment to jointly train the global-situation awareness estimator. We conduct extensive experiments in the StarCraft Multi-Agent Challenge (SMAC) game environment. Meanwhile, to further validate the effectiveness of the algorithm, we also conduct experimental validation in the commonly used multi-agent reinforcement learning benchmark environments, Level-Based Foraging (LBF) and Multi-Agent Particle Environment (MPE). The results show that our approach significantly improves the performance of agents in the game and outperforms the state-of-the-art MARL algorithm.
MCGA:实时策略博弈中提高多智能体协作性能的有效方法
多智能体强化学习(MARL)擅长解决复杂问题,特别是在实时战略(RTS)游戏中。虽然集中式训练与分散执行(CTDE)是一种流行的MARL范式,但它在分散执行过程中缺乏全局指导,阻碍了有效的协调,损害了策略学习。本研究旨在开发一种适用于RTS游戏的有效MARL算法,解决以往CTDE算法协调性差的问题,从而提高算法的性能。为此,我们提出了一种基于全局态势感知(global-situation Awareness, MCGA)的改进多智能体协调方法,通过构建一个全局态势感知估计器,将局部历史转化为有价值的全局洞察,以协助智能体决策,从而促进智能体协调。在训练过程中,我们引入对齐损失,并利用信用分配的梯度信息联合训练全局态势感知估计器。我们在星际争霸多代理挑战(SMAC)游戏环境中进行了大量的实验。同时,为了进一步验证算法的有效性,我们还在常用的多智能体强化学习基准环境、基于水平的觅食环境(Level-Based Foraging, LBF)和多智能体粒子环境(multi-agent Particle Environment, MPE)中进行了实验验证。结果表明,我们的方法显着提高了游戏中代理的性能,并且优于最先进的MARL算法。
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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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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