2016/09/09 by Nicolas Usunier, Usunier, Nicolas, Gabriel Synnaeve +5 · 1 voice · 16 citations
Computer Science · Economics, Econometrics and Finance · Social Sciences · #Artificial Intelligence in Games #Sports Analytics and Performance #Digital Games and Media
paper · pdf · doi:10.48550/arxiv.1609.02993
We consider scenarios from the real-time strategy game StarCraft as new\nbenchmarks for reinforcement learning algorithms. We propose micromanagement\ntasks, which present the problem of the short-term, low-level control of army\nmembers during a battle. From a reinforcement learning point of view, these\nscenarios are challenging because the state-action space is very large, and\nbecause there is no obvious feature representation for the state-action\nevaluation function. We describe our approach to tackle the micromanagement\nscenarios with deep neural network controllers from raw state features given by\nthe game engine. In addition, we present a heuristic reinforcement learning\nalgorithm which combines direct exploration in the policy space and\nbackpropagation. This algorithm allows for the collection of traces for\nlearning using deterministic policies, which appears much more efficient than,\nfor example, \ε-greedy exploration. Experiments show that with this\nalgorithm, we successfully learn non-trivial strategies for scenarios with\narmies of up to 15 agents, where both Q-learning and REINFORCE struggle.\n