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Combining Case-Based Reasoning and Reinforcement Learning for Unit Navigation in Real-Time Strategy Game AI

机译:在实时策略游戏AI中将基于案例的推理和强化学习相结合以进行单位导航

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This paper presents a navigation component based on a hybrid case-based reasoning (CBR) and reinforcement learning (RL) approach for an AI agent in a real-time strategy (RTS) game. Spatial environment information is abstracted into a number of influence maps. These influence maps are then combined into cases that are managed by the CBR component. RL is used to update the case solutions which are composed of unit actions with associated fitness values. We present a detailed account of the architecture and underlying model. Our model accounts for all relevant environment influences with a focus on two main subgoals: damage avoidance and target approximation. For each of these subgoals, we create scenarios in the StarCraft RTS game and look at the performance of our approach given different similarity thresholds for the CBR part. The results show, that our navigation component manages to learn how to fulfill both sub-goals given the choice of a suitable similarity threshold. Finally, we combine both subgoals for the overall navigation component and show a comparison between the integrated approach, a random action selection, and a target-selection-only agent. The results show that the CBR/RL approach manages to successfully learn how to navigate towards goal positions while at the same time avoiding enemy attacks.
机译:本文提出了一种基于混合案例推理(CBR)和强化学习(RL)方法的导航组件,用于实时策略(RTS)游戏中的AI代理。空间环境信息被抽象为许多影响图。然后将这些影响图组合成由CBR组件管理的案例。 RL用于更新由单元动作和相关的适用性值组成的案例解决方案。我们提供有关体系结构和基础模型的详细说明。我们的模型说明了所有相关的环境影响,重点放在两个主要子目标上:避免损害和目标逼近。对于每个子目标,我们在StarCraft RTS游戏中创建方案,并针对给定CBR部分的不同相似性阈值,研究我们方法的性能。结果表明,在选择了合适的相似性阈值的情况下,我们的导航组件可以设法学习如何实现这两个子目标。最后,我们将两个子目标合并为整个导航组件,并显示了集成方法,随机动作选择和仅目标选择代理之间的比较。结果表明,CBR / RL方法成功地学习了如何向目标位置导航,同时避免了敌人的攻击。

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