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Authors: Remi Niel 1 ; Jasper Krebbers 1 ; Madalina M. Drugan 2 and Marco A. Wiering 1

Affiliations: 1 University of Groningen, Netherlands ; 2 ItLearns.Online, Netherlands

Keyword(s): Computer Games, Reinforcement Learning, Multi-agent Systems, Multi-layer Perceptrons, Real-Time Strategy Games.

Related Ontology Subjects/Areas/Topics: Agents ; Artificial Intelligence ; Artificial Intelligence and Decision Support Systems ; Autonomous Systems ; Biomedical Engineering ; Biomedical Signal Processing ; Computational Intelligence ; Distributed and Mobile Software Systems ; Enterprise Information Systems ; Evolutionary Computing ; Health Engineering and Technology Applications ; Human-Computer Interaction ; Knowledge Discovery and Information Retrieval ; Knowledge Engineering and Ontology Development ; Knowledge-Based Systems ; Machine Learning ; Methodologies and Methods ; Multi-Agent Systems ; Neural Networks ; Neurocomputing ; Neurotechnology, Electronics and Informatics ; Pattern Recognition ; Physiological Computing Systems ; Sensor Networks ; Signal Processing ; Soft Computing ; Software Engineering ; Symbolic Systems ; Theory and Methods

Abstract: Real-Time Strategy (RTS) games can be abstracted to resource allocation applicable in many fields and industries. We consider a simplified custom RTS game focused on mid-level combat using reinforcement learning (RL) algorithms. There are a number of contributions to game playing with RL in this paper. First, we combine hierarchical RL with a multi-layer perceptron (MLP) that receives higher-order inputs for increased learning speed and performance. Second, we compare Q-learning against Monte Carlo learning as reinforcement learning algorithms. Third, because the teams in the RTS game are multi-agent systems, we examine two different methods for assigning rewards to agents. Experiments are performed against two different fixed opponents. The results show that the combination of Q-learning and individual rewards yields the highest win-rate against the different opponents, and is able to defeat the opponent within 26 training games.

CC BY-NC-ND 4.0

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Paper citation in several formats:
Niel, R.; Krebbers, J.; M. Drugan, M. and A. Wiering, M. (2018). Hierarchical Reinforcement Learning for Real-Time Strategy Games. In Proceedings of the 10th International Conference on Agents and Artificial Intelligence - Volume 1: ICAART; ISBN 978-989-758-275-2; ISSN 2184-433X, SciTePress, pages 470-477. DOI: 10.5220/0006593804700477

@conference{icaart18,
author={Remi Niel. and Jasper Krebbers. and Madalina {M. Drugan}. and Marco {A. Wiering}.},
title={Hierarchical Reinforcement Learning for Real-Time Strategy Games},
booktitle={Proceedings of the 10th International Conference on Agents and Artificial Intelligence - Volume 1: ICAART},
year={2018},
pages={470-477},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0006593804700477},
isbn={978-989-758-275-2},
issn={2184-433X},
}

TY - CONF

JO - Proceedings of the 10th International Conference on Agents and Artificial Intelligence - Volume 1: ICAART
TI - Hierarchical Reinforcement Learning for Real-Time Strategy Games
SN - 978-989-758-275-2
IS - 2184-433X
AU - Niel, R.
AU - Krebbers, J.
AU - M. Drugan, M.
AU - A. Wiering, M.
PY - 2018
SP - 470
EP - 477
DO - 10.5220/0006593804700477
PB - SciTePress