paper-with-me

홈 › Papers

Reinforcement Learning approach for Real Time Strategy Games Battle city and S3

2016-02-16 · Harshit Sethy, Amit Patel

In this paper we proposed reinforcement learning algorithms with the generalized reward function. In our proposed method we use Q-learning and SARSA algorithms with generalised reward function to train the reinforcement learning agent. We evaluated the performance of our proposed algorithms on two real-time strategy games called BattleCity and S3. There are two main advantages of having such an approach as compared to other works in RTS. (1) We can ignore the concept of a simulator which is often game specific and is usually hard coded in any type of RTS games (2) our system can learn from interaction with any opponents and quickly change the strategy according to the opponents and do not need any human traces as used in previous works. Keywords : Reinforcement learning, Machine learning, Real time strategy, Artificial intelligence.

📄 PDF Abstract BibTeX arXiv:1602.04936

Code (0)

등록된 구현이 없습니다.

Tasks

Q-LearningReal-Time Strategy Gamesreinforcement-learningReinforcement LearningReinforcement Learning (RL)

Methods 이 논문이 사용한 방법론

Q-Learning Q-Learning is an off-policy temporal difference control algorithm: $$Q\left(S\_{t}, A\_{t}\right) \leftarrow Q\left(S\_{t}, A\_{t}\right) + \alpha\left[R_{t+1} +…

Similar Papers 제목 키워드 기반

A Comprehensive Review of Multi-Agent Reinforcement Learning in Video Games

2025-09-03 · Zhengyang Li, Qijin Ji, Xinghong Ling, Quan Liu arxiv

Recent advancements in multi-agent reinforcement learning (MARL) have demonstrated its application potential in modern games. Beginning with foundational work and progressing to landmark achievements such as AlphaStar in…

Multi-agent Reinforcement LearningStarcraft II

MCS: An In-battle Commentary System for MOBA Games

2022-10-01 · COLING 2022 10 · Xiaofeng Qi, Chao Li, Zhongping Liang, Jigang Liu 외

This paper introduces a generative system for in-battle real-time commentary in mobile MOBA games. Event commentary is important for battles in MOBA games, which is applicable to a wide range of scenarios like live strea…

Hierarchical Reinforcement Learning for Multi-agent MOBA Game

2019-01-23 · Zhijian Zhang, Haozheng Li, Luo Zhang, Tianyin Zheng 외

Real Time Strategy (RTS) games require macro strategies as well as micro strategies to obtain satisfactory performance since it has large state space, action space, and hidden information. This paper presents a novel hie…

Hierarchical Reinforcement LearningImitation Learningreinforcement-learningReinforcement Learning+2

PokeLLMon: A Human-Parity Agent for Pokemon Battles with Large Language Models

2024-02-02 · Sihao Hu, Tiansheng Huang, Ling Liu

We introduce PokeLLMon, the first LLM-embodied agent that achieves human-parity performance in tactical battle games, as demonstrated in Pokemon battles. The design of PokeLLMon incorporates three key strategies: (i) In-…

Action GenerationDecision MakingHallucinationIn-Context Reinforcement Learning

A Dataset for StarCraft AI \& an Example of Armies Clustering

2012-11-19 · Gabriel Synnaeve, Pierre Bessiere

This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, by human or robotic players, to discover how to reason about tactics and strategy. We present a dataset of StarCraft game…

ClusteringReal-Time Strategy GamesStarcraft