Starcraft II
81 papers with code • 3 benchmarks • 4 datasets
Starcraft II is a RTS game; the task is to train an agent to play the game.
( Image credit: The StarCraft Multi-Agent Challenge )
Libraries
Use these libraries to find Starcraft II models and implementationsLatest papers with no code
MIXRTs: Toward Interpretable Multi-Agent Reinforcement Learning via Mixing Recurrent Soft Decision Trees
While achieving tremendous success in various fields, existing multi-agent reinforcement learning (MARL) with a black-box neural network architecture makes decisions in an opaque manner that hinders humans from understanding the learned knowledge and how input observations influence decisions.
Taming Multi-Agent Reinforcement Learning with Estimator Variance Reduction
Centralised training with decentralised execution (CT-DE) serves as the foundation of many leading multi-agent reinforcement learning (MARL) algorithms.
Forecasting Evolution of Clusters in Game Agents with Hebbian Learning
In this light, clustering the agents in the game has been used for various purposes such as the efficient control of the agents in multi-agent reinforcement learning and game analytic tools for the game users.
Unsupervised Hebbian Learning on Point Sets in StarCraft II
Learning the evolution of real-time strategy (RTS) game is a challenging problem in artificial intelligent (AI) system.
Evolutionary Game-Theoretical Analysis for General Multiplayer Asymmetric Games
First, there is inaccuracy when analysing the simplified payoff table.
S2RL: Do We Really Need to Perceive All States in Deep Multi-Agent Reinforcement Learning?
To this end, we propose a sparse state based MARL (S2RL) framework, which utilizes a sparse attention mechanism to discard irrelevant information in local observations.
Beyond Rewards: a Hierarchical Perspective on Offline Multiagent Behavioral Analysis
Each year, expert-level performance is attained in increasingly-complex multiagent domains, where notable examples include Go, Poker, and StarCraft II.
Off-Beat Multi-Agent Reinforcement Learning
During execution durations, the environment changes are influenced by, but not synchronised with, action execution.
Learning to Guide Multiple Heterogeneous Actors from a Single Human Demonstration via Automatic Curriculum Learning in StarCraft II
Traditionally, learning from human demonstrations via direct behavior cloning can lead to high-performance policies given that the algorithm has access to large amounts of high-quality data covering the most likely scenarios to be encountered when the agent is operating.
LDSA: Learning Dynamic Subtask Assignment in Cooperative Multi-Agent Reinforcement Learning
In this way, agents dealing with the same subtask share their learning of specific abilities and different subtasks correspond to different specific abilities.