3260 papers • 126 benchmarks • 313 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 )
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The StarCraft Multi-Agent Challenge (SMAC), based on the popular real-time strategy game StarCraft II, is proposed as a benchmark problem and an open-source deep multi-agent RL learning framework including state-of-the-art algorithms is opened.
QMIX employs a network that estimates joint action-values as a complex non-linear combination of per-agent values that condition only on local observations, and structurally enforce that the joint-action value is monotonic in the per- agent values, which allows tractable maximisation of the jointaction-value in off-policy learning.
It is shown that PPO-based multi-agent algorithms achieve surprisingly strong performance in four popularMulti-agent testbeds: the particle-world environments, the StarCraft multi- agent challenge, Google Research Football, and the Hanabi challenge, with minimal hyperparameter tuning and without any domain-specific algorithmic modifications or architectures.
This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game that offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures and gives initial baseline results for neural networks trained from this data to predict game outcomes and player actions.
Crowd navigation has garnered significant research attention in recent years, particularly with the advent of DRL-based methods. Current DRL-based methods have extensively explored interaction relationships in single-robot scenarios. However, the heterogeneity of multiple interaction relationships is often disregarded. This “interaction blind spot” hinders progress towards more complex scenarios, such as multi-robot crowd navigation. In this letter, we propose a heterogeneous relational deep reinforcement learning method, named HeR-DRL, which utilizes a customized heterogeneous Graph Neural Network (GNN) to enhance overall performance in crowd navigation. Firstly, we devised a method for constructing robot-crowd heterogenous relation graph that effectively simulates the heterogeneous pair-wise interaction relationships. Based on this graph, we proposed a novel heterogeneous GNN to encode interaction relationship information. Finally, we incorporate the encoded information into deep reinforcement learning to explore the optimal policy. HeR-DRL is rigorously evaluated by comparing it to state-of-the-art algorithms in both single-robot and multi-robot circle crossing scenarios. The experimental results demonstrate that HeR-DRL surpasses the state-of-the-art approaches in overall performance, particularly excelling in terms of efficiency and comfort. This underscores the significance of heterogeneous interactions in crowd navigation.
This work proposes Perceiver IO, a general-purpose architecture that handles data from arbitrary settings while scaling linearly with the size of inputs and outputs and augments the Perceiver with a flexible querying mechanism that enables outputs of various sizes and semantics, doing away with the need for task-specific architecture engineering.
A novel MARL approach, called duPLEX dueling multi-agent Q-learning (QPLEX), which takes a duplex dueling network architecture to factorize the joint value function and encodes the IGM principle into the neural network architecture and thus enables efficient value function learning.
FACMAC is a new method for cooperative multi-agent reinforcement learning in both discrete and continuous action spaces that uses a centralised but factored critic, which combines per-agent utilities into the joint action-value function via a non-linear monotonic function.
Gym-JLRTS (pronounced “gym-micro-RTS”) is introduced as a fast-to-run RL environment for full-game RTS research and a collection of techniques to scale DRL to play full- game µRTS as well as ablation studies to demonstrate their empirical importance.
This is the first public work to investigate AI agents that can defeat the built-in AI in the StarCraft II full game, and the AI agent TStarBot1 is based on deep reinforcement learning over a flat action structure and theAI agent T starBot2 isbased on hard-coded rules over a hierarchical action structure.
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