Improved Reinforcement Learning in Asymmetric Real-time Strategy Games via Strategy Diversity: A Case Study for Hunting-of-the-Plark Game

P. Dasgupta, John A. Kliem
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Abstract

We investigate the use of artificial intelligence (AI)-based techniques in learning to play a 2-player, real-time strategy (RTS) game called Hunting-of-the-Plark. The game is challenging to play for both humans and AI-based techniques because players cannot observe each other's moves while playing the game and one player is at a disadvantage due to the asymmetric nature of the game rules. We analyze the performance of different deep reinforcement learning algorithms to train software agents that can play the game. Existing reinforcement learning techniques for RTS games enable players to converge towards an equilibrium outcome of the game but usually do not facilitate further exploration of techniques to exploit and defeat the opponent. To address this shortcoming, we investigate techniques including self-play and strategy diversity that can be used by players to improve their performance beyond the equilibrium outcome. We observe that when players use self-play, their number of wins begins to cycle around an equilibrium value as each player quickly learns to outwit and defeat its opponent and vice-versa. Finally, we show that strategy diversity could be used as an effective means to alleviate the performance of the disadvantaged player caused by the asymmetric nature of the game.
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基于策略多样性的非对称即时策略游戏中的改进强化学习:以狩猎公园游戏为例
我们研究了基于人工智能(AI)的技术在学习玩一款名为狩猎公园(hunting -of- park)的双人实时战略(RTS)游戏中的应用。这款游戏对于人类和基于ai技术的玩家来说都具有挑战性,因为玩家在玩游戏时无法观察到对方的移动,而且由于游戏规则的不对称性质,一方玩家处于劣势。我们分析了不同深度强化学习算法的性能,以训练可以玩游戏的软件代理。现有的RTS游戏强化学习技术能让玩家趋近于游戏的平衡结果,但通常不能促进进一步探索利用和击败对手的技术。为了解决这一缺陷,我们研究了一些技巧,包括自我游戏和策略多样性,这些技巧可以被玩家用来提高他们在均衡结果之外的表现。我们观察到,当玩家使用自我游戏时,他们的胜利次数开始围绕一个平衡值循环,因为每个玩家都很快学会智胜并击败对手,反之亦然。最后,我们证明了策略多样性可以作为一种有效的手段来缓解由于博弈的不对称性质而导致的弱势参与者的表现。
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