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SCC: an efficient deep reinforcement learning agent mastering the game of StarCraft II

ICML 2021 · Multi-agent systems and games › Games and equilibria · approach: Opponent modeling in competitive games · 30 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Train with 4,638 replays instead of the full 105,034-replay dataset (ablation)SCC supervised learning · Built-in Elite bot evaluationwin rateNo clear effect
Use higher-MMR replays (MMR5300) instead of the MMR4300 medium dataset (ablation)SCC supervised learning · Built-in Elite bot evaluationwin rate: around 85%, about 10% higherHelped
Double batch size from 3,850 to 7,700 (ablation)SCC supervised learning on the large dataset · Built-in Elite bot evaluationwin rateHelped
Fine-tune on 3,458 high-quality winning replays after full-dataset training (ablation)SCC supervised learning · Built-in Elite bot evaluationwin rate: 97%Helped
Reduce minimap size from 128x128 to 64x64 (ablation)SCC policy network · Supervised learningperformanceNo clear effect
Replace average pooling with trainable attention-based pooling (ablation)SCC policy network · Supervised learningperformanceHelped
Use agent branching: initialize an exploiter from the current main agent and guide it with strategy-statistic reward (ablation)SCC league training · StarCraft II robustness and exploiter trainingtraining efficiencyHelped
Train multiple main agents rather than one (ablation)SCC league training · StarCraft II strategy robustnessstrategy diversityHelped
Apply reinforcement learning after supervised initializationSCC · Built-in bots across races and mapswin rate: 0.97 -> 1.0Helped

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