Towards Playing Full MOBA Games with Deep Reinforcement Learning
Deheng Ye, Guibin Chen, Wen Zhang, Sheng Chen, Bo Yuan, Bo Liu, Jia, Chen, Zhao Liu, Fuhao Qiu, Hongsheng Yu, Yinyuting Yin, Bei Shi, Liang Wang,, Tengfei Shi, Qiang Fu, Wei Yang, Lanxiao Huang, Wei Liu

TL;DR
This paper introduces a deep reinforcement learning framework capable of playing full MOBA games like Honor of Kings, overcoming previous limitations related to hero pool size and game complexity, and achieving superhuman performance.
Contribution
It presents a novel learning paradigm combining multiple techniques to enable scalable, full-game MOBA AI training and demonstrates superhuman performance against top esports players.
Findings
First large-scale MOBA AI performance test in literature
AI defeats top esports players in Honor of Kings
Scalable approach handles full hero pool
Abstract
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy…
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Taxonomy
TopicsArtificial Intelligence in Games · Reinforcement Learning in Robotics · Digital Games and Media
