《星际争霸》中智能单位微管理的联结强化学习

Amirhosein Shantia, Eric Begue, M. Wiering
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引用次数: 51

摘要

即时策略游戏是PC市场上最受欢迎的游戏模式之一,它提供了一个包含多个交互代理的动态环境。在这些游戏中需要开发的核心策略是单位微管理、建筑秩序、资源管理和游戏主要策略。不幸的是,当前游戏的人工智能(AI)只使用脚本和固定的行为,玩家可以很容易地学会击败AI的对策。在本文中,我们描述了一个基于神经网络的系统,该系统可以控制流行游戏《星际争霸》中的一组相同类型的单位。使用神经网络,单位将选择一个单位攻击或逃避战场。该系统将强化学习与神经网络相结合,使用在线Sarsa和神经拟合Sarsa,两者都具有短期记忆奖励功能。我们还提出了一种增量学习方法,用于在较小的场景中使用训练好的神经网络训练涉及更多单元的较大场景的单元。此外,我们开发了一种新的传感系统,通过单独的视觉网格将环境数据馈送到神经网络。仿真结果表明,与《星际争霸》中的人工智能脚本相比,该系统具有更强的性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Connectionist reinforcement learning for intelligent unit micro management in StarCraft
Real Time Strategy Games are one of the most popular game schemes in PC markets and offer a dynamic environment that involves several interacting agents. The core strategies that need to be developed in these games are unit micro management, building order, resource management, and the game main tactic. Unfortunately, current games only use scripted and fixed behaviors for their artificial intelligence (AI), and the player can easily learn the counter measures to defeat the AI. In this paper, we describe a system based on neural networks that controls a set of units of the same type in the popular game StarCraft. Using the neural networks, the units will either choose a unit to attack or evade from the battlefield. The system uses reinforcement learning combined with neural networks using online Sarsa and neural-fitted Sarsa, both with a short term memory reward function. We also present an incremental learning method for training the units for larger scenarios involving more units using trained neural networks on smaller scenarios. Additionally, we developed a novel sensing system to feed the environment data to the neural networks using separate vision grids. The simulation results show superior performance against the human-made AI scripts in StarCraft.
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