paper-with-me

Papers

Gym-$μ$RTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learning

2021-05-21 · Shengyi Huang, Santiago Ontañón, Chris Bamford, Lukasz Grela

In recent years, researchers have achieved great success in applying Deep Reinforcement Learning (DRL) algorithms to Real-time Strategy (RTS) games, creating strong autonomous agents that could defeat professional players in StarCraft~II. However, existing approaches to tackle full games have high computational costs, usually requiring the use of thousands of GPUs and CPUs for weeks. This paper has two main contributions to address this issue: 1) We introduce Gym-$\mu$RTS (pronounced "gym-micro-RTS") as a fast-to-run RL environment for full-game RTS research and 2) we present a collection of techniques to scale DRL to play full-game $\mu$RTS as well as ablation studies to demonstrate their empirical importance. Our best-trained bot can defeat every $\mu$RTS bot we tested from the past $\mu$RTS competitions when working in a single-map setting, resulting in a state-of-the-art DRL agent while only taking about 60 hours of training using a single machine (one GPU, three vCPU, 16GB RAM). See the blog post at https://wandb.ai/vwxyzjn/gym-microrts-paper/reports/Gym-RTS-Toward-Affordable-Deep-Reinforcement-Learning-Research-in-Real-Time-Strategy-Games--Vmlldzo2MDIzMTg and the source code at https://github.com/vwxyzjn/gym-microrts-paper

📄 PDF Abstract BibTeX arXiv:2105.13807

Code (5)

vwxyzjn/gym-microrts 공식 구현 pytorch
vwxyzjn/gym-microrts-paper 공식 구현 pytorch
farama-foundation/microrts-py pytorch
kachayev/gym-microrts-paper-sb3 pytorch
kered9/gym-microrts pytorch

Tasks

Deep Reinforcement LearningGPUReal-Time Strategy Gamesreinforcement-learningReinforcement LearningReinforcement Learning (RL)StarcraftStarcraft II

Similar Papers 제목 키워드 기반

High-Level Strategy Selection under Partial Observability in StarCraft: Brood War

2018-11-21 · Jonas Gehring, Da Ju, Vegard Mella, Daniel Gant 외

We consider the problem of high-level strategy selection in the adversarial setting of real-time strategy games from a reinforcement learning perspective, where taking an action corresponds to switching to the respective…

Real-Time Strategy Gamesreinforcement-learningReinforcement LearningReinforcement Learning (RL)+2

ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games

2017-07-04 · NeurIPS 2017 12 · Yuandong Tian, Qucheng Gong, Wenling Shang, Yuxin Wu 외

In this paper, we propose ELF, an Extensive, Lightweight and Flexible platform for fundamental reinforcement learning research. Using ELF, we implement a highly customizable real-time strategy (RTS) engine with three gam…

Atari GamesGPUReal-Time Strategy Gamesreinforcement-learning+3

Action Guidance: Getting the Best of Sparse Rewards and Shaped Rewards for Real-time Strategy Games

2020-10-05 · Shengyi Huang, Santiago Ontañón

Training agents using Reinforcement Learning in games with sparse rewards is a challenging problem, since large amounts of exploration are required to retrieve even the first reward. To tackle this problem, a common appr…

Real-Time Strategy GamesReinforcement Learning (RL)

Adversarial patrolling with spatially uncertain alarm signals

2015-06-09 · Nicola Basilico, Giuseppe De Nittis, Nicola Gatti

When securing complex infrastructures or large environments, constant surveillance of every area is not affordable. To cope with this issue, a common countermeasure is the usage of cheap but wide-ranged sensors, able to …

Real Time Strategy Language

2014-01-21 · Roy Hayes, Peter Beling, William Scherer

Real Time Strategy (RTS) games provide complex domain to test the latest artificial intelligence (AI) research. In much of the literature, AI systems have been limited to playing one game. Although, this specialization h…