StarCraft II: A New Challenge for Reinforcement LearningOriol Vinyals, Timo Ewalds, Sergey Bartunov et al.
This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has delayed credit assignment requiring long-term strategies over thousands of steps. We describe the observation, action, and reward specification for the StarCraft II domain and provide an open source Python-based interface for communicating with the game engine. In addition to the main game maps, we provide a suite of mini-games focusing on different elements of StarCraft II gameplay. For the main game maps, we also provide an accompanying dataset of game replay data from human expert players. We give initial baseline results for neural networks trained from this data to predict game outcomes and player actions. Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain. On the mini-games, these agents learn to achieve a level of play that is comparable to a novice player. However, when trained on the main game, these agents are unable to make significant progress. Thus, SC2LE offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures.
1.2HEP-EXJun 15, 2025
eLog analysis for accelerators: status and future outlookAntonin Sulc, Thorsten Hellert, Aaron Reed et al.
This work demonstrates electronic logbook (eLog) systems leveraging modern AI-driven information retrieval capabilities at the accelerator facilities of Fermilab, Jefferson Lab, Lawrence Berkeley National Laboratory (LBNL), SLAC National Accelerator Laboratory. We evaluate contemporary tools and methodologies for information retrieval with Retrieval Augmented Generation (RAGs), focusing on operational insights and integration with existing accelerator control systems. The study addresses challenges and proposes solutions for state-of-the-art eLog analysis through practical implementations, demonstrating applications and limitations. We present a framework for enhancing accelerator facility operations through improved information accessibility and knowledge management, which could potentially lead to more efficient operations.
2.0CVMar 1, 2024
Hydra: Computer Vision for Data Quality MonitoringThomas Britton, Torri Jeske, David Lawrence et al.
Hydra is a system which utilizes computer vision to perform near real time data quality management, initially developed for Hall-D in 2019. Since then, it has been deployed across all experimental halls at Jefferson Lab, with the CLAS12 collaboration in Hall-B being the first outside of GlueX to fully utilize Hydra. The system comprises back end processes that manage the models, their inferences, and the data flow. The front-end components, accessible via web pages, allow detector experts and shift crews to view and interact with the system. This talk will give an overview of the Hydra system as well as highlight significant developments in Hydra's feature set, acute challenges with operating Hydra in all halls, and lessons learned along the way.