Designing Curriculum for Deep Reinforcement Learning in StarCraft II

dc.contributor.authorHao, Daniel
dc.contributor.authorSweetser Kyburz, Penny
dc.contributor.authorAitchison, Matthew
dc.contributor.editorGallagher, Marcus
dc.contributor.editorMoustafa, Nour
dc.contributor.editorLakshika, Erandi
dc.date.accessioned2020-11-02T01:49:19Z
dc.date.issued2020-11
dc.description.abstractReinforcement 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.en_AU
dc.format.mimetypeapplication/pdfen_AU
dc.identifier.isbn9783030649838en_AU
dc.identifier.urihttp://hdl.handle.net/1885/213263
dc.language.isoen_AUen_AU
dc.provenancehttp://v2.sherpa.ac.uk/id/publication/33095... "Accepted version can be made Open access in any repository after 12 month embargo" from SHERPA/RoMEO site (as at 2.11.20).en_AU
dc.publisherSpringeren_AU
dc.relation.ispartofAI 2020: Advances in Artificial Intelligenceen_AU
dc.relation.ispartof33rd Australasian Joint Conference, AI 2020, Canberra, ACT, Australia, November 29–30, 2020, Proceedings
dc.relation.ispartofseriesLecture Notes in Artificial Intelligenceen_AU
dc.rights© 2020 Springer Nature Switzerland AGen_AU
dc.subjectGame AIen_AU
dc.subjectReinforcement Learningen_AU
dc.subjectReal-Time Strategy Gamesen_AU
dc.subjectStarCraft IIen_AU
dc.subjectCurriculum Learningen_AU
dc.titleDesigning Curriculum for Deep Reinforcement Learning in StarCraft IIen_AU
dc.typeConference paperen_AU
dcterms.accessRightsOpen Accessen_AU
local.contributor.affiliationHao, Daniel, Research School of Computer Science, ANUen_AU
local.contributor.affiliationKyburz, Penny, Research School of Computer Science, ANUen_AU
local.contributor.affiliationAitchison, Matthew, Research School of Computer Science, ANUen_AU
local.contributor.authoruidKyburz, Penny, u1027166en_AU
local.description.notesSubmitted by authoren_AU
local.identifier.citationvolume12576en_AU
local.identifier.doi10.1007/978-3-030-64984-5en_AU
local.publisher.urlhttps://www.springer.com/en_AU
local.type.statusAccepted Versionen_AU

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