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JamesBot - an intelligent agent playing StarCraft II

机译:jamesbot - 智能代理商播放星际争霸II

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摘要

The most popular method for optimizing a certain strategy based on a reward is Reinforcement Learning (RL). Lately, a big challenge for this technique are computer games such as StarCraft II which is a real-time strategy game, created by Blizzard. The main idea of this game is to fight between agents and control objects on the battlefield in order to defeat the enemy. This work concerns creating an autonomous bot using reinforced learning, in particular, the Q-Learning algorithm for playing StarCraft. JamesBot consists of three parts. State Manager processes relevant information from the environment. Decision Manager consists of a table implementation of the Q-Learning algorithm, which assigns actions to states, and the epsilon-greedy strategy, which determines the behavior of the bot. In turn, Action Manager is responsible for executing commands. Testing bots involves fighting the default (simple) agent built into the game. Although JamesBot played better than the default (random) agent, it failed to gain the ability to defeat the opponent. The obtained results, however, are quite promising in terms of the possibilities of further development.
机译:基于奖励优化某种策略的最流行方法是加固学习(RL)。最近,这项技术的大挑战是诸如Starcraft II之类的计算机游戏,它是由暴雪创建的实时策略游戏。这场比赛的主要思想是在战场上的代理和控制物体之间进行战斗,以击败敌人。这项工作涉及使用加强学习的自主机器人,特别是Q学习算法用于播放星际争霸。 Jamesbot由三个部分组成。国家经理从环境中处理相关信息。决策经理由Q学习算法的表实现,它为调整到状态,以及确定机器人行为的epsilon-greedy策略。反过来,Action Manager负责执行命令。测试机器人涉及与在游戏中建立的默认(简单)代理进行战斗。虽然JAMESBOT比默认(随机)代理更好地播放,但它未能获得击败对手的能力。然而,在进一步发展的可能性方面,所获得的结果非常有前途。

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