LGAIMLSep 23, 2018

On Reinforcement Learning for Full-length Game of StarCraft

arXiv:1809.09095v293 citations
AI Analysis

This addresses the problem of scaling reinforcement learning to complex, real-time strategy games for AI researchers, though it is incremental in improving existing methods for this domain.

The paper tackles the challenge of applying reinforcement learning to StarCraft II by proposing a hierarchical approach that reduces action space and enables curriculum transfer, achieving over 99% winning rate against level-1 AI and over 93% against level-7 AI with strong generalization to unseen opponents.

StarCraft II poses a grand challenge for reinforcement learning. The main difficulties of it include huge state and action space and a long-time horizon. In this paper, we investigate a hierarchical reinforcement learning approach for StarCraft II. The hierarchy involves two levels of abstraction. One is the macro-action automatically extracted from expert's trajectories, which reduces the action space in an order of magnitude yet remains effective. The other is a two-layer hierarchical architecture which is modular and easy to scale, enabling a curriculum transferring from simpler tasks to more complex tasks. The reinforcement training algorithm for this architecture is also investigated. On a 64x64 map and using restrictive units, we achieve a winning rate of more than 99\% against the difficulty level-1 built-in AI. Through the curriculum transfer learning algorithm and a mixture of combat model, we can achieve over 93\% winning rate of Protoss against the most difficult non-cheating built-in AI (level-7) of Terran, training within two days using a single machine with only 48 CPU cores and 8 K40 GPUs. It also shows strong generalization performance, when tested against never seen opponents including cheating levels built-in AI and all levels of Zerg and Protoss built-in AI. We hope this study could shed some light on the future research of large-scale reinforcement learning.

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