Enhanced Rolling Horizon Evolution Algorithm with Opponent Model
Learning: Results for the Fighting Game AI Competition
- URL: http://arxiv.org/abs/2003.13949v1
- Date: Tue, 31 Mar 2020 04:44:33 GMT
- Title: Enhanced Rolling Horizon Evolution Algorithm with Opponent Model
Learning: Results for the Fighting Game AI Competition
- Authors: Zhentao Tang, Yuanheng Zhu, Dongbin Zhao, Simon M. Lucas
- Abstract summary: We propose a novel algorithm that combines Rolling Horizon Evolution Algorithm (RHEA) with opponent model learning.
Our proposed bot with the policy-gradient-based opponent model is the only one without using Monte-Carlo Tree Search (MCTS) among top five bots in the 2019 competition.
- Score: 9.75720700239984
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: The Fighting Game AI Competition (FTGAIC) provides a challenging benchmark
for 2-player video game AI. The challenge arises from the large action space,
diverse styles of characters and abilities, and the real-time nature of the
game. In this paper, we propose a novel algorithm that combines Rolling Horizon
Evolution Algorithm (RHEA) with opponent model learning. The approach is
readily applicable to any 2-player video game. In contrast to conventional
RHEA, an opponent model is proposed and is optimized by supervised learning
with cross-entropy and reinforcement learning with policy gradient and
Q-learning respectively, based on history observations from opponent. The model
is learned during the live gameplay. With the learned opponent model, the
extended RHEA is able to make more realistic plans based on what the opponent
is likely to do. This tends to lead to better results. We compared our approach
directly with the bots from the FTGAIC 2018 competition, and found our method
to significantly outperform all of them, for all three character. Furthermore,
our proposed bot with the policy-gradient-based opponent model is the only one
without using Monte-Carlo Tree Search (MCTS) among top five bots in the 2019
competition in which it achieved second place, while using much less domain
knowledge than the winner.
Related papers
- DanZero+: Dominating the GuanDan Game through Reinforcement Learning [95.90682269990705]
We develop an AI program for an exceptionally complex and popular card game called GuanDan.
We first put forward an AI program named DanZero for this game.
In order to further enhance the AI's capabilities, we apply policy-based reinforcement learning algorithm to GuanDan.
arXiv Detail & Related papers (2023-12-05T08:07:32Z) - All by Myself: Learning Individualized Competitive Behaviour with a
Contrastive Reinforcement Learning optimization [57.615269148301515]
In a competitive game scenario, a set of agents have to learn decisions that maximize their goals and minimize their adversaries' goals at the same time.
We propose a novel model composed of three neural layers that learn a representation of a competitive game, learn how to map the strategy of specific opponents, and how to disrupt them.
Our experiments demonstrate that our model achieves better performance when playing against offline, online, and competitive-specific models, in particular when playing against the same opponent multiple times.
arXiv Detail & Related papers (2023-10-02T08:11:07Z) - Know your Enemy: Investigating Monte-Carlo Tree Search with Opponent
Models in Pommerman [14.668309037894586]
In combination with Reinforcement Learning, Monte-Carlo Tree Search has shown to outperform human grandmasters in games such as Chess, Shogi and Go.
We investigate techniques that transform general-sum multiplayer games into single-player and two-player games.
arXiv Detail & Related papers (2023-05-22T16:39:20Z) - Mastering the Game of No-Press Diplomacy via Human-Regularized
Reinforcement Learning and Planning [95.78031053296513]
No-press Diplomacy is a complex strategy game involving both cooperation and competition.
We introduce a planning algorithm we call DiL-piKL that regularizes a reward-maximizing policy toward a human imitation-learned policy.
We show that DiL-piKL can be extended into a self-play reinforcement learning algorithm we call RL-DiL-piKL.
arXiv Detail & Related papers (2022-10-11T14:47:35Z) - Generating Diverse and Competitive Play-Styles for Strategy Games [58.896302717975445]
We propose Portfolio Monte Carlo Tree Search with Progressive Unpruning for playing a turn-based strategy game (Tribes)
We show how it can be parameterized so a quality-diversity algorithm (MAP-Elites) is used to achieve different play-styles while keeping a competitive level of play.
Our results show that this algorithm is capable of achieving these goals even for an extensive collection of game levels beyond those used for training.
arXiv Detail & Related papers (2021-04-17T20:33:24Z) - L2E: Learning to Exploit Your Opponent [66.66334543946672]
We propose a novel Learning to Exploit framework for implicit opponent modeling.
L2E acquires the ability to exploit opponents by a few interactions with different opponents during training.
We propose a novel opponent strategy generation algorithm that produces effective opponents for training automatically.
arXiv Detail & Related papers (2021-02-18T14:27:59Z) - Learning to Play Sequential Games versus Unknown Opponents [93.8672371143881]
We consider a repeated sequential game between a learner, who plays first, and an opponent who responds to the chosen action.
We propose a novel algorithm for the learner when playing against an adversarial sequence of opponents.
Our results include algorithm's regret guarantees that depend on the regularity of the opponent's response.
arXiv Detail & Related papers (2020-07-10T09:33:05Z) - Does it matter how well I know what you're thinking? Opponent Modelling
in an RTS game [0.0]
We investigate the sensitivity of Monte Carlo Tree Search (MCTS) and a Rolling Horizon Evolutionary Algorithm (RHEA) to the accuracy of their modelling of the opponent in a simple Real-Time Strategy game.
We show that faced with an unknown opponent and a low computational budget it is better not to use any explicit model with RHEA, and to model the opponent's actions within the tree as part of the MCTS algorithm.
arXiv Detail & Related papers (2020-06-15T18:10:22Z) - Multi-AI competing and winning against humans in iterated
Rock-Paper-Scissors game [4.2124879433151605]
We use an AI algorithm based on Markov Models of one fixed memory length to compete against humans in an iterated Rock Paper Scissors game.
We develop an architecture of multi-AI with changeable parameters to adapt to different competition strategies.
Our strategy could win against more than 95% of human opponents.
arXiv Detail & Related papers (2020-03-15T06:39:59Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.