• DocumentCode
    3546945
  • Title

    Using plan-based reward shaping to learn strategies in StarCraft: Broodwar

  • Author

    Efthymiadis, Kyriakos ; Kudenko, Daniel

  • Author_Institution
    Dept. of Comput. Sci., Univ. of York, York, UK
  • fYear
    2013
  • fDate
    11-13 Aug. 2013
  • Firstpage
    1
  • Lastpage
    8
  • Abstract
    StarCraft: Broodwar (SC:BW) is a very popular commercial real strategy game (RTS) which has been extensively used in AI research. Despite being a popular test-bed reinforcement learning (RL) has not been evaluated extensively. A successful attempt was made to show the use of RL in a small-scale combat scenario involving an overpowered agent battling against multiple enemy units [1]. However, the chosen scenario was very small and not representative of the complexity of the game in its entirety. In order to build an RL agent that can manage the complexity of the full game, more efficient approaches must be used to tackle the state-space explosion. In this paper, we demonstrate how plan-based reward shaping can help an agent scale up to larger, more complex scenarios and significantly speed up the learning process as well as how high level planning can be combined with learning focusing on learning the Starcraft strategy, Battlecruiser Rush. We empirically show that the agent with plan-based reward shaping is significantly better both in terms of the learnt policy, as well as convergence speed when compared to baseline approaches which fail at reaching a good enough policy within a practical amount of time.
  • Keywords
    computational complexity; computer games; learning (artificial intelligence); multi-agent systems; AI research; RL; RTS; SC:BW; StarCraft: Broodwar; baseline approaches; battlecruiser rush; commercial real strategy game; convergence speed; game complexity; learnt policy; overpowered agent; plan-based reward shaping; small-scale combat scenario; state-space explosion; strategy learning; test-bed reinforcement learning; Buildings; Complexity theory; Games; Learning (artificial intelligence); Minerals; Planning; Strips;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence in Games (CIG), 2013 IEEE Conference on
  • Conference_Location
    Niagara Falls, ON
  • ISSN
    2325-4270
  • Print_ISBN
    978-1-4673-5308-3
  • Type

    conf

  • DOI
    10.1109/CIG.2013.6633622
  • Filename
    6633622