3260 papers • 126 benchmarks • 313 datasets
Dota 2 is a multiplayer online battle arena (MOBA). The task is to train one-or-more agents to play and win the game. ( Image credit: OpenAI Five )
(Image credit: Papersgraph)
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Use these libraries to find video-games models and implementations
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A new family of policy gradient methods for reinforcement learning, which alternate between sampling data through interaction with the environment, and optimizing a "surrogate" objective function using stochastic gradient ascent, are proposed.
It is demonstrated that a simple and easy-to-measure statistic called the gradient noise scale predicts the largest useful batch size across many domains and applications, including a number of supervised learning datasets, reinforcement learning domains, and even generative model training (autoencoders on SVHN).
This paper tries to predict the winning team of a match in the multiplayer eSports game Dota 2 by considering more aspects of prior (pre-match) features from individual players' match history, as well as real-time features at each minute as the match progresses.
By defeating the Dota 2 world champion (Team OG), OpenAI Five demonstrates that self-play reinforcement learning can achieve superhuman performance on a difficult task.
A framework, referred to as TLeague, that aims at large-scale training and implements several main-stream CSP-MARL algorithms, which achieves a high throughput and a reasonable scale-up when performing distributed training.
This research paper predominantly focuses on building predictive machine and deep learning models to identify the outcome of the Dota 2 MOBA game using the new method of multi-forward steps predictions.
A deep learning network with shared weights which provides accurate death predictions within a five-second window in Dota 2, one of the most played esports titles in the world, giving commentators and viewers time to move their attention to these key events.
CollaQ is proposed, a Collaborative Q-learning that achieves state-of-the-art performance in the StarCraft multi-agent challenge and supports ad hoc team play and outperforms previous SoTA by over 30%.
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