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arXiv:1609.02993cs.AI

Episodic Exploration for Deep Deterministic Policies: An Application to StarCraft Micromanagement Tasks

Nicolas Usunier, Gabriel Synnaeve, Zeming Lin, Soumith Chintala

Abstract

We consider scenarios from the real-time strategy game StarCraft as new benchmarks for reinforcement learning algorithms. We propose micromanagement tasks, which present the problem of the short-term, low-level control of army members during a battle. From a reinforcement learning point of view, these scenarios are challenging because the state-action space is very large, and because there is no obvious feature representation for the state-action evaluation function. We describe our approach to tackle the micromanagement scenarios with deep neural network controllers from raw state features given by the game engine. In addition, we present a heuristic reinforcement learning algorithm which combines direct exploration in the policy space and backpropagation. This algorithm allows for the collection of traces for learning using deterministic policies, which appears much more efficient than, for example, ε-greedy exploration. Experiments show that with this algorithm, we successfully learn non-trivial strategies for scenarios with armies of up to 15 agents, where both Q-learning and REINFORCE struggle.

arXiv comments
18 pages, 1 figure (2 plots), 2 tables
Journal reference
DOI
Subjects
cs.AIArtificial Intelligence cs.LGMachine Learning

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Linked by 2 identifiable commenters in 2 comments across 2 threads, from Nov 2016 to Aug 2017. Found in 1 HN submission from Sep 2016 to Sep 2016. Open submission discussions.

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Discussed in comments2 threads

    • The micromanagement task in StarCraft Broodwar (with TorchCraft) that has been used by a few people already in the past year to do some RL research has been tackled basically only with #units > 1, because getting a balanced 1v1 is possible only with certain combination of units…

      edranView on HNParent context

    • Very interesting stuff. Allowing researchers to build AIs that operate on either game state or visual data is a great step, IMO. Being able to limit actions-per-minute is also very wise. The excellent BWAPI library for Starcraft Broodwar that is referenced…

      chrishareView on HNParent context

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