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On Reinforcement Learning for Full-Length Game of StarCraft

AAAI 2019 · Reinforcement learning › Visual and representation RL · approach: Curriculum and environment design · 70 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
combine combat network targeting with fixed-position combat-rule attacks (ablation)Hierarchical StarCraft II agent · SC2LE simple64, difficulty levels 1-9winning rateHelped
train first on lower difficulty and transfer the model to higher difficulty (ablation)Combat Network agent · SC2LE difficulty level-7winning rateHelped
initialize combat network training with controller and base-network parameters trained using combat rule (ablation)Combat Network agent · SC2LE difficulty level-2learning performanceHelped
update controller and sub-policies alternately rather than simultaneously (ablation)Hierarchical agent · SC2LE difficulty level-7training stabilityHelped
use hierarchical controller and sub-policies rather than a single policy while retaining macro-actions (ablation)StarCraft II agent · SC2LE difficulty level-7final performanceHelped
retain expert-derived macro-actions while removing the controller and sub-policies (ablation)StarCraft II agent · SC2LE low difficulty levelslearning performanceNo clear effect
use Win/Loss reward instead of handcrafted rewards (ablation)Hierarchical Combat Network agent · SC2LE difficulty level-7performanceHurt
use Blizzard score as reward instead of win-oriented handcrafted rewards (ablation)Combat Network agent · SC2LE difficulty level-2winning rateHurt
increase episodes collected per iteration (ablation)Combat Rule agent · SC2LE difficulty level-2training stabilityHelped
use combat rule instead of combat network (ablation)StarCraft II agent · SC2LE difficulty levels 1-9winning rateMixed

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