Designing Curriculum for Deep Reinforcement Learning in StarCraft II
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Aitchison, Matthew
Sweetser Kyburz, Penny
Hao, Daniel
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Springer Nature Switzerland AG
Abstract
Reinforcement learning (RL) has proven successful in games,
but suffers from long training times when compared to other forms of
machine learning. Curriculum learning, an optimisation technique that
improves a model’s ability to learn by presenting training samples in a
meaningful order, known as curricula, could offer a solution. Curricula are
usually designed manually, due to limitations involved with automating
curricula generation. However, as there is a lack of research into effective
design of curricula, researchers often rely on intuition and the resulting
performance can vary. In this paper, we explore different ways of manually designing curricula for RL in real-time strategy game StarCraft II.
We propose four generalised methods of manually creating curricula and
verify their effectiveness through experiments. Our results show that all
four of our proposed methods can improve a RL agent’s learning process
when used correctly. We demonstrate that using subtasks, or modifying
the state space of the tasks, is the most effective way to create training
samples for StarCraft II. We found that utilising subtasks during training
consistently accelerated the learning process of the agent and improved
the agent’s final performance
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AI 2020: Advances in Artificial Intelligence
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Restricted until
2099-12-31
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