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Reinforcement Learning for Spatial Reasoning in Strategy Games

机译:策略游戏中的空间推理的加固学习

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One of the major weaknesses of current real-time strategy (RTS) game agents is handling spatial reasoning at a high level. One challenge in developing spatial reasoning modules for RTS agents is to evaluate the ability of a given agent for this competency due to the inevitable confounding factors created by the complexity of these agents. We propose a simplified game that mimics spatial reasoning aspects of more complex games, while removing other complexities. Within this framework, we analyze the effectiveness of classical reinforcement learning for spatial management in order to build a detailed evaluative standard across a broad set of opponent strategies. We show that against a suite of opponents with fixed strategies, basic Q-learning is able to learn strategies to beat each. In addition, we demonstrate that performance against unseen strategies improves with prior training from other distinct strategies. We also test a modification of the basic algorithm to include multiple actors, to speed learning and increase scalability. Finally, we discuss the potential for knowledge transfer to more complex games with similar components.
机译:当前实时策略(RTS)游戏代理商的主要弱点之一是在高水平处理空间推理。为RTS代理开发空间推理模块的一个挑战是评估给定代理由于这些代理商的复杂性产生的必然混杂因素,以评估给定代理的能力。我们提出了一种简化的游戏,模仿空间推理方面更复杂的游戏,同时消除其他复杂性。在此框架内,我们分析了古典加强学习对空间管理的有效性,以便在广泛的对手策略中建立详细的评价标准。我们展示了对具有固定策略的一套对手,基本的Q-Learning能够学习击败每个的策略。此外,我们证明,针对看不见的策略的表现有所改善了其他不同策略的先前培训。我们还测试了基本算法的修改,包括多个演员,以速度学习和提高可扩展性。最后,我们讨论了具有类似组成部分的知识转移到更复杂的游戏的潜力。

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