DocumentCode
2416672
Title
Applying reinforcement learning to small scale combat in the real-time strategy game StarCraft:Broodwar
Author
Wender, Stefan ; Watson, Ian
Author_Institution
Dept. of Comput. Sci., Univ. of Auckland, Auckland, New Zealand
fYear
2012
fDate
11-14 Sept. 2012
Firstpage
402
Lastpage
408
Abstract
This paper presents an evaluation of the suitability of reinforcement learning (RL) algorithms to perform the task of micro-managing combat units in the commercial real-time strategy (RTS) game StarCraft:Broodwar (SC:BW). The applied techniques are variations of the common Q-learning and Sarsa algorithms, both simple one-step versions as well as more sophisticated versions that use eligibility traces to offset the problem of delayed reward. The aim is the design of an agent that is able to learn in an unsupervised manner in a complex environment, eventually taking over tasks that had previously been performed by non-adaptive, deterministic game AI. The preliminary results presented in this paper show the viability of the RL algorithms at learning the selected task. Depending on whether the focus lies on maximizing the reward or on the speed of learning, among the evaluated algorithms one-step Q-learning and Sarsa(λ) prove best at learning to manage combat units.
Keywords
computer games; software agents; unsupervised learning; RL algorithms; RTS game SC:BW; Sarsa(λ) algorithm; complex environment; micro-managing combat units; nonadaptive deterministic game AI; one-step Q-learning; real-time strategy game StarCraft:Broodwar; reinforcement learning algorithms; small scale combat; unsupervised learning; Games; Learning; Learning systems; Machine learning; Machine learning algorithms; Planning;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2012 IEEE Conference on
Conference_Location
Granada
Print_ISBN
978-1-4673-1193-9
Electronic_ISBN
978-1-4673-1192-2
Type
conf
DOI
10.1109/CIG.2012.6374183
Filename
6374183
Link To Document