AlphaStar: Mastering the Real-Time Strategy Game StarCraft II - blog reading notes

original blog:  https://deepmind.com/blog/alphastar-mastering-real-time-strategy-game-starcraft-ii

 

SL = supervised learning, RL = reinforcement learning

 

  • how AlphaStar is trained

units, properties -> DNN -> instructions

DNN: transform torso(relational deep RL), deep LSTM core, auto-regressive policy head with pointer network, centralised value baseline

train: SL -> mico/macro strategies

        compete -> hyper parameters updated by RL -> Nash distribution -> final agent

multi-agent RL: play against each other: population-based, multi-agent RL -> huge strategic space -> defeat strongest and eariler ones

 

explore new build orders, unit compositions, micro-management plans

personal objective: beat specific competitor/beat distribution of competitors/building more of specific unit

NN weights: off-policy actor-critic RL with experience replay, self-imitation learning, policy distillation

 

run on TPUs, final agent: Nash distribution of the league: best mixture of strategies

 

  • how AlphaStar plays and how to evaluate

TLO/MaNa  ~ 100 APM

agent  ~ 1000, 10000 APM

AlphaStar vs. TLO/MaNa  ~280 APM (read screen frames use raw interface)

AlphaStar act: observation -> action: 350ms/avg, process every frame

results: 5:0

 

other reference:

Starcraft simple Neural Network testing  https://www.youtube.com/watch?v=3LdR2sJQ6pA 

posted on 2019-05-05 17:29  冰山上的博客  阅读(585)  评论(0编辑  收藏  举报