IEEE Computational Intelligence Magazine - August 2019 - 18
We then described how to eliminate the need for simulators or forward models by using reinforcement learning to
learn autonomous, self-improving behaviors for cooperativecompetitive environments with sparse rewards such as Total
War battles. We showed how a basic architecture design can be
used with techniques such as curriculum learning and reward
shaping to learn diverse and complex behaviors for scenarios
with up to 6v6 units of mixed types. The highest difficulty
built-in AI was defeated in 77% of the games. To increase data
efficiency and to scale better to scenarios with more units, we
attempted a hierarchical RL approach, but obtained mixed
results, likely because of poor goal abstraction choices. A few
options to be explored in future work have been mentioned
in Subsection IV-D.
In addition, other data efficient methods should be investigated. One idea is to use 'world models', which learn compressed spatial and temporal representations of the environment
that can be trained relatively quickly in an unsupervised manner [41]. Then agents can be trained, even entirely based on
"hallucinated" action trajectories generated by the world
model. It has been shown that such policies can transfer surprisingly well to actual environments. We found that designing
good individual reward functions is very important to the overall learning stability, sometimes requiring extensive tuning to
obtain convincing results. Using team reward signals and then
learning how to assign the credit is a more elegant solution
which proved successful in other cooperative multi-agent environments [42], [43].
VI. Acknowledgments
This work is based on material presented in two conference
papers [27] and [28] and internship work at Creative Assembly.
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IEEE Computational Intelligence Magazine - August 2019
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