Abstract

StarCraft is a real-time strategy game that provides a complex environment for AI research. Macromanagement, i.e., selecting appropriate units to build depending on the current state, is one of the most important problems in this game. To reduce the requirements for expert knowledge and enhance the coordination of the systematic bot, we select reinforcement learning (RL) to tackle the problem of macromanagement. We propose a novel deep RL method, Mean Asynchronous Advantage Actor-Critic (MA3C), which computes the approximate expected policy gradient instead of the gradient of sampled action to reduce the variance of the gradient, and encode the history queue with recurrent neural network to tackle the problem of imperfect information. The experimental results show that MA3C achieves a very high rate of winning, approximately 90%, against the weaker opponents and it improves the win rate about 30% against the stronger opponents. We also propose a novel method to visualize and interpret the policy learned by MA3C. Combined with the visualized results and the snapshots of games, we find that the learned macromanagement not only adapts to the game rules and the policy of the opponent bot, but also cooperates well with the other modules of MA3C-Bot.

Highlights

  • StarCraft is a Real-Time Strategy (RTS) game that was released by Blizzard Entertainment in 1998

  • The main contributions of this paper are: (i) we introduce the Reinforcement Learning (RL) method to solve the problem of macromanagement; (ii) we propose a novel deep RL method, Mean Asynchronous Advantage Actor-Critic (MA3C), which can solve the problem of imperfect information, the uncertainty of state transition, and the matter of long training time; and, (iii) we present an approach to visualize the policy learned by deep RL method

  • The main difference is the RL algorithms and the networks [16] selects Double Q-Learning to their network, while we propose a novel RL algorithm, MA3C, which runs multiple RL processes in parallel to reduce the training time and computes the approximate expected gradient to improve the stability of the algorithm

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Summary

Introduction

StarCraft is a Real-Time Strategy (RTS) game that was released by Blizzard Entertainment in 1998. Similar to other RTS games, the core tasks in StarCraft are gathering resources, training the military, and using them to defeat the opponent’s army. The states of this game are partially observable. Reinforcement learning (RL) is a powerful tool to solve sequential decision-making problems in which an agent interacts with the environment over a number of discrete time steps. At each discrete time step t, the agent receives a state st from the environment, and it responds an action at selected from the action space A. The agent’s goal is maximizing the expected discounted return E( Rt ) through finding an optimal policy π ( a|st ).

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