Starcraft II(SC2)对强化学习(RL)提出了巨大的挑战,其中主要困难包括巨大的状态空间,不同的动作空间和长期的视野。在这项工作中,我们研究了《星际争霸II》全长游戏的一系列RL技术。我们研究了涉及提取的宏观活动和神经网络的层次结构的层次RL方法。我们研究了课程转移培训程序,并在具有4个GPU和48个CPU线的单台计算机上训练代理。在64x64地图并使用限制性单元上,我们对内置AI的获胜率达到99%。通过课程转移学习算法和战斗模型的混合物,我们在最困难的非作战水平内置AI(7级)中获得了93%的胜利率。在本文的扩展版本中,我们改进了架构,以针对作弊水平训练代理商,并在8级,9级和10级AIS上达到胜利率,为96%,97%和94 %, 分别。我们的代码在https://github.com/liuruoze/hiernet-sc2上。为了为我们的工作以及研究和开源社区提供基线,我们将其复制了一个缩放版本的Mini-Alphastar(MAS)。 MAS的最新版本为1.07,可以在具有564个动作的原始动作空间上进行培训。它旨在通过使超参数可调节来在单个普通机器上进行训练。然后,我们使用相同的资源将我们的工作与MAS进行比较,并表明我们的方法更有效。迷你α的代码在https://github.com/liuruoze/mini-alphastar上。我们希望我们的研究能够阐明对SC2和其他大型游戏有效增强学习的未来研究。
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注入人类知识是加速加强学习(RL)的有效途径。但是,这些方法是缺乏缺陷的。本文介绍了我们发现的抽象前瞻性模型(思想游戏(TG))与转移学习(TL)相结合是有效的方式。我们将星际争霸II作为我们的学习环境。在设计的TG的帮助下,该代理可以在64x64地图上学习99%的速率,在一个商业机器中仅使用1.08小时的1级内置AI。我们还表明TG方法并不像被认为是限制性的。它可以使用粗略设计的TGS,并且在环境变化时也可以很有用。与以前的基于模型的RL相比,我们显示TG更有效。我们还提出了一种TG假设,其赋予TG不同保真度水平的影响。对于具有不等状态和行动空间的真实游戏,我们提出了一种新颖的XFRNET,其中有用性在验证有用性,同时达到欺骗级别-10 AI的90%的赢利。我们认为TG方法可能会在利用人类知识的进一步研究中进一步研究。
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星际争霸II(SC2)是一个实时策略游戏,其中玩家生产和控制多个单位来对抗对手的单位。由于其困难,如巨大的国家空间,各种动作空间,长时间地平线和不完美的信息,SC2一直是加固学习的研究热点。最近,已经提出了一个称为阿尔巴斯塔(AS)的代理人,这表明了良好的性能,抵御人类球员的高胜率为99.8%。我们根据AS的纸张和伪代码实现了称为Mini-AlphaStar(MAS)的迷你缩放版本。AS和MAS之间的差异是,我们将与较小的培训培训的超参数替换为较小的参数。MAS的代码都是开放的(https://github.com/liuruoze/minia-alphastar),用于将来的研究。
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蒙特卡洛树搜索(MCT)是设计游戏机器人或解决顺序决策问题的强大方法。该方法依赖于平衡探索和开发的智能树搜索。MCT以模拟的形式进行随机抽样,并存储动作的统计数据,以在每个随后的迭代中做出更有教育的选择。然而,该方法已成为组合游戏的最新技术,但是,在更复杂的游戏(例如那些具有较高的分支因素或实时系列的游戏)以及各种实用领域(例如,运输,日程安排或安全性)有效的MCT应用程序通常需要其与问题有关的修改或与其他技术集成。这种特定领域的修改和混合方法是本调查的主要重点。最后一项主要的MCT调查已于2012年发布。自发布以来出现的贡献特别感兴趣。
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随着alphago的突破,人机游戏的AI已经成为一个非常热门的话题,吸引了世界各地的研究人员,这通常是测试人工智能的有效标准。已经开发了各种游戏AI系统(AIS),如Plibratus,Openai Five和AlphaStar,击败了专业人员。在本文中,我们调查了最近的成功游戏AIS,覆盖棋盘游戏AIS,纸牌游戏AIS,第一人称射击游戏AIS和实时战略游戏AIS。通过这项调查,我们1)比较智能决策领域的不同类型游戏之间的主要困难; 2)说明了开发专业水平AIS的主流框架和技术; 3)提高当前AIS中的挑战或缺点,以实现智能决策; 4)试图提出奥运会和智能决策技巧的未来趋势。最后,我们希望这篇简短的审查可以为初学者提供介绍,激发了在游戏中AI提交的研究人员的见解。
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With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.
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深度强化学习(RL)导致了许多最近和开创性的进步。但是,这些进步通常以培训的基础体系结构的规模增加以及用于训练它们的RL算法的复杂性提高,而均以增加规模的成本。这些增长反过来又使研究人员更难迅速原型新想法或复制已发表的RL算法。为了解决这些问题,这项工作描述了ACME,这是一个用于构建新型RL算法的框架,这些框架是专门设计的,用于启用使用简单的模块化组件构建的代理,这些组件可以在各种执行范围内使用。尽管ACME的主要目标是为算法开发提供一个框架,但第二个目标是提供重要或最先进算法的简单参考实现。这些实现既是对我们的设计决策的验证,也是对RL研究中可重复性的重要贡献。在这项工作中,我们描述了ACME内部做出的主要设计决策,并提供了有关如何使用其组件来实施各种算法的进一步详细信息。我们的实验为许多常见和最先进的算法提供了基准,并显示了如何为更大且更复杂的环境扩展这些算法。这突出了ACME的主要优点之一,即它可用于实现大型,分布式的RL算法,这些算法可以以较大的尺度运行,同时仍保持该实现的固有可读性。这项工作提出了第二篇文章的版本,恰好与模块化的增加相吻合,对离线,模仿和从演示算法学习以及作为ACME的一部分实现的各种新代理。
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Alphazero,Leela Chess Zero和Stockfish Nnue革新了计算机国际象棋。本书对此类引擎的技术内部工作进行了完整的介绍。该书分为四个主要章节 - 不包括第1章(简介)和第6章(结论):第2章引入神经网络,涵盖了所有用于构建深层网络的基本构建块,例如Alphazero使用的网络。内容包括感知器,后传播和梯度下降,分类,回归,多层感知器,矢量化技术,卷积网络,挤压网络,挤压和激发网络,完全连接的网络,批处理归一化和横向归一化和跨性线性单位,残留层,剩余层,过度效果和底漆。第3章介绍了用于国际象棋发动机以及Alphazero使用的经典搜索技术。内容包括minimax,alpha-beta搜索和蒙特卡洛树搜索。第4章展示了现代国际象棋发动机的设计。除了开创性的Alphago,Alphago Zero和Alphazero我们涵盖Leela Chess Zero,Fat Fritz,Fat Fritz 2以及有效更新的神经网络(NNUE)以及MAIA。第5章是关于实施微型α。 Shexapawn是国际象棋的简约版本,被用作为此的示例。 Minimax搜索可以解决六ap峰,并产生了监督学习的培训位置。然后,作为比较,实施了类似Alphazero的训练回路,其中通过自我游戏进行训练与强化学习结合在一起。最后,比较了类似α的培训和监督培训。
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With the development of deep representation learning, the domain of reinforcement learning (RL) has become a powerful learning framework now capable of learning complex policies in high dimensional environments. This review summarises deep reinforcement learning (DRL) algorithms and provides a taxonomy of automated driving tasks where (D)RL methods have been employed, while addressing key computational challenges in real world deployment of autonomous driving agents. It also delineates adjacent domains such as behavior cloning, imitation learning, inverse reinforcement learning that are related but are not classical RL algorithms. The role of simulators in training agents, methods to validate, test and robustify existing solutions in RL are discussed.
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Deep reinforcement learning is poised to revolutionise the field of AI and represents a step towards building autonomous systems with a higher level understanding of the visual world. Currently, deep learning is enabling reinforcement learning to scale to problems that were previously intractable, such as learning to play video games directly from pixels. Deep reinforcement learning algorithms are also applied to robotics, allowing control policies for robots to be learned directly from camera inputs in the real world. In this survey, we begin with an introduction to the general field of reinforcement learning, then progress to the main streams of value-based and policybased methods. Our survey will cover central algorithms in deep reinforcement learning, including the deep Q-network, trust region policy optimisation, and asynchronous advantage actor-critic. In parallel, we highlight the unique advantages of deep neural networks, focusing on visual understanding via reinforcement learning. To conclude, we describe several current areas of research within the field.
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深度加强学习(RL)的最新进展导致许多2人零和游戏中的相当大的进展,如去,扑克和星际争霸。这种游戏的纯粹对抗性质允许概念上简单地应用R1方法。然而,现实世界的设置是许多代理商,代理交互是复杂的共同利益和竞争方面的混合物。我们认为外交,一个旨在突出由多种代理交互导致的困境的7人棋盘游戏。它还具有大型组合动作空间和同时移动,这对RL算法具有具有挑战性。我们提出了一个简单但有效的近似最佳响应操作员,旨在处理大型组合动作空间并同时移动。我们还介绍了一系列近似虚构游戏的政策迭代方法。通过这些方法,我们成功地将RL申请到外交:我们认为我们的代理商令人信服地令人信服地表明,游戏理论均衡分析表明新过程产生了一致的改进。
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最先进的多机构增强学习(MARL)方法为各种复杂问题提供了有希望的解决方案。然而,这些方法都假定代理执行同步的原始操作执行,因此它们不能真正可扩展到长期胜利的真实世界多代理/机器人任务,这些任务固有地要求代理/机器人以异步的理由,涉及有关高级动作选择的理由。不同的时间。宏观行动分散的部分可观察到的马尔可夫决策过程(MACDEC-POMDP)是在完全合作的多代理任务中不确定的异步决策的一般形式化。在本论文中,我们首先提出了MacDec-Pomdps的一组基于价值的RL方法,其中允许代理在三个范式中使用宏观成果功能执行异步学习和决策:分散学习和控制,集中学习,集中学习和控制,以及分散执行的集中培训(CTDE)。在上述工作的基础上,我们在三个训练范式下制定了一组基于宏观行动的策略梯度算法,在该训练范式下,允许代理以异步方式直接优化其参数化策略。我们在模拟和真实的机器人中评估了我们的方法。经验结果证明了我们在大型多代理问题中的方法的优势,并验证了我们算法在学习具有宏观actions的高质量和异步溶液方面的有效性。
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The high emission and low energy efficiency caused by internal combustion engines (ICE) have become unacceptable under environmental regulations and the energy crisis. As a promising alternative solution, multi-power source electric vehicles (MPS-EVs) introduce different clean energy systems to improve powertrain efficiency. The energy management strategy (EMS) is a critical technology for MPS-EVs to maximize efficiency, fuel economy, and range. Reinforcement learning (RL) has become an effective methodology for the development of EMS. RL has received continuous attention and research, but there is still a lack of systematic analysis of the design elements of RL-based EMS. To this end, this paper presents an in-depth analysis of the current research on RL-based EMS (RL-EMS) and summarizes the design elements of RL-based EMS. This paper first summarizes the previous applications of RL in EMS from five aspects: algorithm, perception scheme, decision scheme, reward function, and innovative training method. The contribution of advanced algorithms to the training effect is shown, the perception and control schemes in the literature are analyzed in detail, different reward function settings are classified, and innovative training methods with their roles are elaborated. Finally, by comparing the development routes of RL and RL-EMS, this paper identifies the gap between advanced RL solutions and existing RL-EMS. Finally, this paper suggests potential development directions for implementing advanced artificial intelligence (AI) solutions in EMS.
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尽管深度强化学习(RL)最近取得了许多成功,但其方法仍然效率低下,这使得在数据方面解决了昂贵的许多问题。我们的目标是通过利用未标记的数据中的丰富监督信号来进行学习状态表示,以解决这一问题。本文介绍了三种不同的表示算法,可以访问传统RL算法使用的数据源的不同子集使用:(i)GRICA受到独立组件分析(ICA)的启发,并训练深层神经网络以输出统计独立的独立特征。输入。 Grica通过最大程度地减少每个功能与其他功能之间的相互信息来做到这一点。此外,格里卡仅需要未分类的环境状态。 (ii)潜在表示预测(LARP)还需要更多的上下文:除了要求状态作为输入外,它还需要先前的状态和连接它们的动作。该方法通过预测当前状态和行动的环境的下一个状态来学习状态表示。预测器与图形搜索算法一起使用。 (iii)重新培训通过训练深层神经网络来学习国家表示,以学习奖励功能的平滑版本。该表示形式用于预处理输入到深度RL,而奖励预测指标用于奖励成型。此方法仅需要环境中的状态奖励对学习表示表示。我们发现,每种方法都有其优势和缺点,并从我们的实验中得出结论,包括无监督的代表性学习在RL解决问题的管道中可以加快学习的速度。
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在过去的十年中,多智能经纪人强化学习(Marl)已经有了重大进展,但仍存在许多挑战,例如高样本复杂性和慢趋同稳定的政策,在广泛的部署之前需要克服,这是可能的。然而,在实践中,许多现实世界的环境已经部署了用于生成策略的次优或启发式方法。一个有趣的问题是如何最好地使用这些方法作为顾问,以帮助改善多代理领域的加强学习。在本文中,我们提供了一个原则的框架,用于将动作建议纳入多代理设置中的在线次优顾问。我们描述了在非传记通用随机游戏环境中提供多种智能强化代理(海军上将)的问题,并提出了两种新的基于Q学习的算法:海军上将决策(海军DM)和海军上将 - 顾问评估(Admiral-AE) ,这使我们能够通过适当地纳入顾问(Admiral-DM)的建议来改善学习,并评估顾问(Admiral-AE)的有效性。我们从理论上分析了算法,并在一般加上随机游戏中提供了关于他们学习的定点保证。此外,广泛的实验说明了这些算法:可以在各种环境中使用,具有对其他相关基线的有利相比的性能,可以扩展到大状态行动空间,并且对来自顾问的不良建议具有稳健性。
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2048 is a single-player stochastic puzzle game. This intriguing and addictive game has been popular worldwide and has attracted researchers to develop game-playing programs. Due to its simplicity and complexity, 2048 has become an interesting and challenging platform for evaluating the effectiveness of machine learning methods. This dissertation conducts comprehensive research on reinforcement learning and computer game algorithms for 2048. First, this dissertation proposes optimistic temporal difference learning, which significantly improves the quality of learning by employing optimistic initialization to encourage exploration for 2048. Furthermore, based on this approach, a state-of-the-art program for 2048 is developed, which achieves the highest performance among all learning-based programs, namely an average score of 625377 points and a rate of 72% for reaching 32768-tiles. Second, this dissertation investigates several techniques related to 2048, including the n-tuple network ensemble learning, Monte Carlo tree search, and deep reinforcement learning. These techniques are promising for further improving the performance of the current state-of-the-art program. Finally, this dissertation discusses pedagogical applications related to 2048 by proposing course designs and summarizing the teaching experience. The proposed course designs use 2048-like games as materials for beginners to learn reinforcement learning and computer game algorithms. The courses have been successfully applied to graduate-level students and received well by student feedback.
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在本文中,我们提出了一个名为“星际争霸多代理挑战”的新颖基准,代理商学习执行多阶段任务并使用没有精确奖励功能的环境因素。以前的挑战(SMAC)被认为是多名强化学习的标准基准,主要涉及确保所有代理人仅通过具有明显的奖励功能的精细操纵而合作消除接近对手。另一方面,这一挑战对MARL算法的探索能力有效地学习隐式多阶段任务和环境因素以及微控制感兴趣。这项研究涵盖了进攻和防御性场景。在进攻情况下,代理商必须学会先寻找对手,然后消除他们。防御性场景要求代理使用地形特征。例如,代理需要将自己定位在保护结构后面,以使敌人更难攻击。我们研究了SMAC+下的MARL算法,并观察到最近的方法在与以前的挑战类似,但在进攻情况下表现不佳。此外,我们观察到,增强的探索方法对性能有积极影响,但无法完全解决所有情况。这项研究提出了未来研究的新方向。
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Recently, some challenging tasks in multi-agent systems have been solved by some hierarchical reinforcement learning methods. Inspired by the intra-level and inter-level coordination in the human nervous system, we propose a novel value decomposition framework HAVEN based on hierarchical reinforcement learning for fully cooperative multi-agent problems. To address the instability arising from the concurrent optimization of policies between various levels and agents, we introduce the dual coordination mechanism of inter-level and inter-agent strategies by designing reward functions in a two-level hierarchy. HAVEN does not require domain knowledge and pre-training, and can be applied to any value decomposition variant. Our method achieves desirable results on different decentralized partially observable Markov decision process domains and outperforms other popular multi-agent hierarchical reinforcement learning algorithms.
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The reinforcement learning paradigm is a popular way to address problems that have only limited environmental feedback, rather than correctly labeled examples, as is common in other machine learning contexts. While significant progress has been made to improve learning in a single task, the idea of transfer learning has only recently been applied to reinforcement learning tasks. The core idea of transfer is that experience gained in learning to perform one task can help improve learning performance in a related, but different, task. In this article we present a framework that classifies transfer learning methods in terms of their capabilities and goals, and then use it to survey the existing literature, as well as to suggest future directions for transfer learning work.
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深度加强学习(DRL)在复杂的视频游戏中取得了超级性能(例如,星际争霸II和DOTA II)。然而,目前的DRL系统仍然遭受多助手协调,稀疏奖励,随机环境等的挑战。在寻求解决这些挑战时,我们雇用了足球视频游戏,例如Google Research Football(GRF),如我们测试的开发基于端到端的学习的AI系统(表示为Tickick)以完成此具有挑战性的任务。在这项工作中,我们首先从联赛培训获得的单一代理专家的自我播放中生成了一个大型重播数据集。然后,我们开发了一个分布式学习系统和新的离线算法,以从固定的单个代理数据集中学习一个强大的多辅助AI。据我们所知,Tickick是第一个基于学习的AI系统,可以接管多个Agent Google Research Footful Game,而以前的工作可以控制单一代理或实验玩具学术情景。广泛的实验进一步表明,我们的预先训练的模型可以加速现代多功能算法的训练过程,我们的方法在各种学术方案上实现了最先进的性能。
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