On Efficient Reinforcement Learning for Full-length Game of StarCraft II

IF 4.5 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Ruo-Ze Liu, Zhen-Jia Pang, Zhou-Yu Meng, Wenhai Wang, Yang Yu, Tong Lu
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引用次数: 6

Abstract

StarCraft II (SC2) poses a grand challenge for reinforcement learning (RL), of which the main difficulties include huge state space, varying action space, and a long time horizon. In this work, we investigate a set of RL techniques for the full-length game of StarCraft II. We investigate a hierarchical RL approach, where the hierarchy involves two. One is the extracted macro-actions from experts’ demonstration trajectories to reduce the action space in an order of magnitude. The other is a hierarchical architecture of neural networks, which is modular and facilitates scale. We investigate a curriculum transfer training procedure that trains the agent from the simplest level to the hardest level. We train the agent on a single machine with 4 GPUs and 48 CPU threads. On a 64x64 map and using restrictive units, we achieve a win rate of 99% against the difficulty level-1 built-in AI. Through the curriculum transfer learning algorithm and a mixture of combat models, we achieve a 93% win rate against the most difficult non-cheating level built-in AI (level-7). In this extended version of the paper, we improve our architecture to train the agent against the most difficult cheating level AIs (level-8, level-9, and level-10). We also test our method on different maps to evaluate the extensibility of our approach. By a final 3-layer hierarchical architecture and applying significant tricks to train SC2 agents, we increase the win rate against the level-8, level-9, and level-10 to 96%, 97%, and 94%, respectively. Our codes and models are all open-sourced now at https://github.com/liuruoze/HierNet-SC2. To provide a baseline referring the AlphaStar for our work as well as the research and open-source community, we reproduce a scaled-down version of it, mini-AlphaStar (mAS). The latest version of mAS is 1.07, which can be trained using supervised learning and reinforcement learning on the raw action space which has 564 actions. It is designed to run training on a single common machine, by making the hyper-parameters adjustable and some settings simplified. We then can compare our work with mAS using the same computing resources and training time. By experiment results, we show that our method is more effective when using limited resources. The inference and training codes of mini-AlphaStar are all open-sourced at https://github.com/liuruoze/mini-AlphaStar. We hope our study could shed some light on the future research of efficient reinforcement learning on SC2 and other large-scale games.
关于《星际争霸2》全长游戏的有效强化学习
《星际争霸2》(SC2)对强化学习(RL)提出了巨大的挑战,其中主要的困难包括巨大的状态空间、变化的动作空间和较长的时间范围。在这项工作中,我们研究了一套用于《星际争霸2》全长游戏的RL技术。我们研究了一种分层强化学习方法,其中分层涉及两个。一是从专家的演示轨迹中提取宏观动作,将动作空间按数量级缩小。另一种是神经网络的层次结构,它是模块化的,便于扩展。我们研究了一个从最简单到最难的课程迁移训练过程。我们在一台具有4个gpu和48个CPU线程的机器上训练代理。在一张64x64的地图上,我们使用限制性单位,在对抗难度等级1的内置AI时,我们获得了99%的胜率。通过课程迁移学习算法和混合战斗模型,我们在对抗最困难的非作弊内置AI关卡(7级)时取得了93%的胜率。在本文的扩展版本中,我们改进了我们的体系结构,以训练代理对抗最困难的作弊级别ai(8级,9级和10级)。我们还在不同的映射上测试了我们的方法,以评估我们方法的可扩展性。通过最终的3层分层架构和应用重要技巧来训练SC2智能体,我们将对8级、9级和10级的胜率分别提高到96%、97%和94%。我们的代码和模型现在都是开源的,在https://github.com/liuruoze/HierNet-SC2.To为我们的工作以及研究和开源社区提供了一个参考AlphaStar的基线,我们复制了它的缩小版本,mini-AlphaStar (mAS)。mAS的最新版本是1.07,它可以在有564个动作的原始动作空间上使用监督学习和强化学习进行训练。它被设计为在一台普通机器上运行训练,通过使超参数可调和一些设置简化。然后,我们可以将我们的工作与使用相同计算资源和训练时间的mAS进行比较。实验结果表明,在资源有限的情况下,该方法更加有效。我们希望我们的研究可以为未来在SC2和其他大型博弈上的有效强化学习的研究提供一些启示。
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
Journal of Artificial Intelligence Research
Journal of Artificial Intelligence Research 工程技术-计算机:人工智能
CiteScore
9.60
自引率
4.00%
发文量
98
审稿时长
4 months
期刊介绍: JAIR(ISSN 1076 - 9757) covers all areas of artificial intelligence (AI), publishing refereed research articles, survey articles, and technical notes. Established in 1993 as one of the first electronic scientific journals, JAIR is indexed by INSPEC, Science Citation Index, and MathSciNet. JAIR reviews papers within approximately three months of submission and publishes accepted articles on the internet immediately upon receiving the final versions. JAIR articles are published for free distribution on the internet by the AI Access Foundation, and for purchase in bound volumes by AAAI Press.
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