Multi-agent Deep Reinforcement Learning Using Attentive Graph Neural Architectures For Real-time Strategy Games
2021 Β· Won Joon Yun, Sungwon Yi, Joongheon Kim
Abstract
In real-time strategy (RTS) game artificial intelligence research, various multi-agent deep reinforcement learning (MADRL) algorithms are widely and actively used nowadays. Most of the research is based on StarCraft II environment because it is the most well-known RTS games in world-wide. In our proposed MADRL-based algorithm, distributed MADRL is fundamentally used that is called QMIX. In addition to QMIX-based distributed computation, we consider state categorization which can reduce computational complexity significantly. Furthermore, self-attention mechanisms are used for identifying the relationship among agents in the form of graphs. Based on these approaches, we propose a categorized state graph attention policy (CSGA-policy). As observed in the performance evaluation of our proposed CSGA-policy with the most well-known StarCraft II simulation environment, our proposed algorithm works well in various settings, as expected.
Authors
(none)
Tags
Stats
Related papers
- Applying Supervised And Reinforcement Learning Methods To Create Neural-network-based Agents For Playing Starcraft II (2021)0.00
- Starcraft Micromanagement With Reinforcement Learning And Curriculum Transfer Learning (2018)16.19
- Centralized Control For Multi-agent RL In A Complex Real-time-strategy Game (2023)0.00
- Deep RTS: A Game Environment For Deep Reinforcement Learning In Real-time Strategy Games (2018)16.97
- Multi-agent Reinforcement Learning For Power Control In Wireless Networks Via Adaptive Graphs (2023)7.16
- Macro Action Selection With Deep Reinforcement Learning In Starcraft (2018)9.92
- Cooperative Multi-agent Reinforcement Learning With Hypergraph Convolution (2021)5.84
- Hierarchical Reinforcement Learning For Multi-agent MOBA Game (2019)0.00