Modular Architecture for StarCraft II with Deep Reinforcement Learning

Authors

  • Dennis Lee University of California, Berkeley
  • Haoran Tang University of California, Berkeley
  • Jeffrey Zhang University of California, Berkeley
  • Huazhe Xu University of California, Berkeley
  • Trevor Darrell University of California, Berkeley
  • Pieter Abbeel University of California, Berkeley

DOI:

https://doi.org/10.1609/aiide.v14i1.13033

Keywords:

reinforcement learning, real-time strategy games, starcraft

Abstract

We present a novel modular architecture for StarCraft II AI. The architecture splits responsibilities between multiple modules that each control one aspect of the game, such as buildorder selection or tactics. A centralized scheduler reviews macros suggested by all modules and decides their order of execution. An updater keeps track of environment changes and instantiates macros into series of executable actions. Modules in this framework can be optimized independently or jointly via human design, planning, or reinforcement learning. We present the first result of applying deep reinforcement learning techniques to training a modular agent with selfplay, achieving 92% or 86% win rates against the ”Harder” (level 5) built-in Blizzard bot in Zerg vs. Zerg matches, with or without fog-of-war.

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Published

2018-09-25

How to Cite

Lee, D., Tang, H., Zhang, J., Xu, H., Darrell, T., & Abbeel, P. (2018). Modular Architecture for StarCraft II with Deep Reinforcement Learning. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 14(1), 187-193. https://doi.org/10.1609/aiide.v14i1.13033