Cultural advice

The Australian National University acknowledges, celebrates and pays our respects to the Ngunnawal and Ngambri people of the Canberra region and to all First Nations Australians on whose traditional lands we meet and work, and whose cultures are among the oldest continuing cultures in human history.

Aboriginal and Torres Strait Islander peoples are advised that ANU Library collections may include images, names, voices, and other representations of deceased persons.

Material in the collection may contain terms, language or views that reflect the period in which the item was created and may be considered inappropriate today.

Curriculum Generation and Sequencing for Deep Reinforcement Learning in StarCraft II

dc.contributor.authorHao, Daniel
dc.contributor.authorSweetser Kyburz, Penny
dc.contributor.authorAitchison, Matthew
dc.date.accessioned2022-01-16T23:08:48Z
dc.date.available2022-01-16T23:08:48Z
dc.date.issued2022-02
dc.description.abstractReinforcement learning 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 for reinforcement learning. Due to limitations involved with automating curriculum learning, curricula are usually manually designed. However, due to 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 reinforcement learning in real-time strategy game, StarCraft II. We propose three generalised methods of manually creating tasks for curriculum learning and verify their effectiveness through experiments. We also experiment with different curricula sequences, in addition to the most commonly used easy-to-hard order. Our results show that all three of our proposed methods can improve a reinforcement learning agent’s learning process when used correctly. We demonstrate that modifying the state space of the tasks is the most effective way to create training samples for StarCraft II and that reversed curricula can be beneficial to an agent’s convergence process under certain circumstances.en_AU
dc.format.mimetypeapplication/pdfen_AU
dc.identifier.urihttp://hdl.handle.net/1885/258422
dc.language.isoen_AUen_AU
dc.provenancehttps://www.acm.org/publications/openaccess... "all ACM published authors retain the right to post the pre-submitted (also known as "pre-prints"), submitted, accepted, and peer-reviewed versions of their work in any and all of the following sites: Author's Homepage; Author's Institutional Repository" from the publisher site (as at 17 Jan 2022)en_AU
dc.publisherACMen_AU
dc.relation.ispartofACSW ’22: Australasian Computer Science Conferenceen_AU
dc.rights© 2022 Copyright held by the owner/author(s)en_AU
dc.subjectGame AI; ; ;en_AU
dc.subjectReinforcement Learningen_AU
dc.subjectReal-Time Strategy Gamesen_AU
dc.subjectStarCraft IIen_AU
dc.titleCurriculum Generation and Sequencing for Deep Reinforcement Learning in StarCraft IIen_AU
dc.typeConference paperen_AU
dcterms.accessRightsOpen Accessen_AU
local.bibliographicCitation.lastpage16en_AU
local.bibliographicCitation.startpage1en_AU
local.contributor.affiliationSweetser Kyburz, P., School of Computing, CECS, The Australian National Universityen_AU
local.contributor.authoruidu1027166en_AU
local.publisher.urlhttps://www.acm.org/publicationsen_AU
local.type.statusAccepted Versionen_AU

Downloads

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
IE22-curriculum-manuscript.pdf
Size:
2.6 MB
Format:
Adobe Portable Document Format
Description:

License bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
884 B
Format:
Item-specific license agreed upon to submission
Description: