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Cooperative reinforcement learning for multiple units combat in starCraft

机译:星际争霸中多个单位作战的协同增援学习

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This paper presents a cooperative reinforcement learning model to tackle the problem of multiple units combat in StarCraft. We construct an efficient state representation method to break down the complexity caused by the large state and action space in combat scenario. This method takes units' state and various distance information into consideration, including the current step and the last step. To solve the problem of sparse and delayed rewards, a reward function including small intermediate rewards is introduced. This reward function helps to balance units' move and attack, and encourages our units to fight as a team. We present gradient-descent Sarsa(À) to train the learning model, and use a neural network as the function approximator for the Q values. The experimental results presented in this paper show our controlled units can successfully learn to combat in a cooperative way, and defeat the built-in AI in a 3 Goliaths against 6 Zealots StarCraft combat scenario.
机译:本文提出了一种协作强化学习模型,以解决《星际争霸》中多单位战斗的问题。我们构造了一种有效的状态表示方法,以解决战斗场景中大型状态和动作空间所引起的复杂性。该方法考虑了单元的状态和各种距离信息,包括当前步骤和最后一步。为了解决奖励稀疏和延迟的问题,引入了包括较小的中间奖励的奖励函数。此奖励功能有助于平衡部队的移动和进攻,并鼓励我们的部队作为一个团队战斗。我们提出了梯度下降的Sarsa(À)来训练学习模型,并使用神经网络作为Q值的函数逼近器。本文给出的实验结果表明,我们的受控部队可以成功地学会以协作的方式进行战斗,并且可以在3个歌利亚战斗机中对抗6个“狂热者”星际争霸战斗场景,击败内置的AI。

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