56 research outputs found
Mastering Complex Control in MOBA Games with Deep Reinforcement Learning
We study the reinforcement learning problem of complex action control in the
Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far
more complicated state and action spaces than those of traditional 1v1 games,
such as Go and Atari series, which makes it very difficult to search any
policies with human-level performance. In this paper, we present a deep
reinforcement learning framework to tackle this problem from the perspectives
of both system and algorithm. Our system is of low coupling and high
scalability, which enables efficient explorations at large scale. Our algorithm
includes several novel strategies, including control dependency decoupling,
action mask, target attention, and dual-clip PPO, with which our proposed
actor-critic network can be effectively trained in our system. Tested on the
MOBA game Honor of Kings, our AI agent, called Tencent Solo, can defeat top
professional human players in full 1v1 games.Comment: AAAI 202
Natively Implementing Deep Reinforcement Learning into a Game Engine
Artificial intelligence (AI) increases the immersion that players can have while playing games. Modern game engines, a middleware software used to create games, implement simple AI behaviors that developers can use. Advanced AI behaviors must be implemented manually by game developers, which decreases the likelihood of game developers using advanced AI due to development overhead.
A custom game engine and custom AI architecture that handled deep reinforcement learning was designed and implemented. Snake was created using the custom game engine to test the feasibility of natively implementing an AI architecture into a game engine. A snake agent was successfully trained using the AI architecture, but the learned behavior was suboptimal. Although the learned behavior was suboptimal, the AI architecture was successfully implemented into a custom game engine because a behavior was successfully learned
Overview of deep reinforcement learning in partially observable multi-agent environment of competitive online video games
In the late 2010’s classical games of Go, Chess and Shogi have been considered ’solved’ by deep
reinforcement learning AI agents. Competitive online video games may offer a new, more challenging environment for deep reinforcement learning and serve as a stepping stone in a path to real
world applications. This thesis aims to give a short introduction to the concepts of reinforcement
learning, deep networks and deep reinforcement learning. Then the thesis proceeds to look into few
popular competitive online video games and to the general problems of AI development in these
types of games. Deep reinforcement learning algorithms, techniques and architectures used in the
development of highly competitive AI agents in Starcraft 2, Dota 2 and Quake 3 are overviewed.
Finally, the results are looked into and discussed
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