Bo Liu

h-index18
2papers
870citations

2 Papers

3.3OCJan 29, 2015
Structure-Based Self-Triggered Consensus in Networks of Multiagents with Switching Topologies

Bo Liu, Wenlian Lu, Licheng Jiao et al.

In this paper, we propose a new self-triggered consensus algorithm in networks of multi-agents. Different from existing works, which are based on the observation of states, here, each agent determines its next update time based on its coupling structure. Both centralized and distributed approaches of the algorithms have been discussed. By transforming the algorithm to a proper discrete-time systems without self delays, we established a new analysis framework to prove the convergence of the algorithm. Then we extended the algorithm to networks with switching topologies, especially stochastically switching topologies. Compared to existing works, our algorithm is easier to understand and implement. It explicitly provides positive lower and upper bounds for the update time interval of each agent based on its coupling structure, which can also be independently adjusted by each agent according to its own situation. Our work reveals that the event/self triggered algorithms are essentially discrete and more suitable to a discrete analysis framework. Numerical simulations are also provided to illustrate the theoretical results.

29.7AINov 25, 2020
Towards Playing Full MOBA Games with Deep Reinforcement Learning

Deheng Ye, Guibin Chen, Wen Zhang et al.

MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.