Research map / Multi-agent systems and games / Games and equilibria
Mastering Complex Control in MOBA Games with Deep Reinforcement Learning
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add action mask (ablation) | Base DiRenJie agent · DiRenJie tournament | time to converge: 80 h -> 65 h | Helped |
| Add action mask (ablation) | Base DiRenJie agent · DiRenjie tournament | win rate vs Base: 50.5% | No clear effect |
| Add target attention (ablation) | Base DiRenjie agent · DiRenjie tournament | win rate vs Base: 75% | Helped |
| Add target attention (ablation) | Base DiRenjie agent · DiRenjie tournament | time to converge: 80 h -> 90 h | Hurt |
| Add LSTM (ablation) | Base DiRenjie agent · DiRenjie tournament | win rate vs Base: 73% | Helped |
| Add LSTM (ablation) | Base DiRenjie agent · DiRenjie tournament | time to converge: 80 h -> 100 h | Hurt |
| Use full rollouts rather than partial rollouts (ablation) | Honor of Kings 1v1 agent · Honor of Kings 1v1 | win rate: 70%~80% | Helped |
| Use random initial frames instead of zero-start (ablation) | Honor of Kings 1v1 agent · Honor of Kings 1v1 | win rate: 40% | Hurt |
| Use random initial frames instead of zero-start (ablation) | Honor of Kings 1v1 agent · Honor of Kings 1v1 | convergence speed: 15% | Helped |
Closest papers by meaning
- Towards Playing Full MOBA Games with Deep Reinforcement Learning (NeurIPS 2020 · similarity 0.93)
- Learning Diverse Policies in MOBA Games via Macro-Goals (NeurIPS 2021 · similarity 0.88)
- Actor-Critic Policy Optimization in a Large-Scale Imperfect-Information Game (ICLR 2022 · similarity 0.87)
- Hierarchical Macro Strategy Model for MOBA Game AI (AAAI 2019 · similarity 0.86)
- FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning (ICML 2024 · similarity 0.85)
- Advancing DRL Agents in Commercial Fighting Games: Training, Integration, and Agent-Human Alignment (ICML 2024 · similarity 0.84)
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