Applying supervised and reinforcement learning methods to create neural-network-based agents for playing StarCraft II
Micha{\l} Opanowicz

TL;DR
This paper introduces a neural network-based agent for StarCraft II trained with supervised and reinforcement learning on a single GPU, achieving moderate performance without extensive expert knowledge or large computational resources.
Contribution
The authors present a novel neural network architecture for StarCraft II that can be trained with general-purpose methods on consumer hardware, serving as a baseline for small-scale RTS research.
Findings
Achieves non-trivial performance against scripted bots
Requires only a single GPU and minimal expert knowledge
Can be adapted to other RTS games with minor modifications
Abstract
Recently, multiple approaches for creating agents for playing various complex real-time computer games such as StarCraft II or Dota 2 were proposed, however, they either embed a significant amount of expert knowledge into the agent or use a prohibitively large for most researchers amount of computational resources. We propose a neural network architecture for playing the full two-player match of StarCraft II trained with general-purpose supervised and reinforcement learning, that can be trained on a single consumer-grade PC with a single GPU. We also show that our implementation achieves a non-trivial performance when compared to the in-game scripted bots. We make no simplifying assumptions about the game except for playing on a single chosen map, and we use very little expert knowledge. In principle, our approach can be applied to any RTS game with small modifications. While our…
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Taxonomy
TopicsArtificial Intelligence in Games · Reinforcement Learning in Robotics · Gambling Behavior and Treatments
Methodspc
