Lucy-SKG: Learning to Play Rocket League Efficiently Using Deep
Reinforcement Learning
- URL: http://arxiv.org/abs/2305.15801v1
- Date: Thu, 25 May 2023 07:33:17 GMT
- Title: Lucy-SKG: Learning to Play Rocket League Efficiently Using Deep
Reinforcement Learning
- Authors: Vasileios Moschopoulos, Pantelis Kyriakidis, Aristotelis Lazaridis,
Ioannis Vlahavas
- Abstract summary: We present Lucy-SKG, a Reinforcement Learning-based model that learned how to play Rocket League in a sample-efficient manner.
Our contributions include the development of a reward analysis and visualization library, a novel parameterizable reward shape function, and auxiliary neural architectures.
- Score: 0.0
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: A successful tactic that is followed by the scientific community for
advancing AI is to treat games as problems, which has been proven to lead to
various breakthroughs. We adapt this strategy in order to study Rocket League,
a widely popular but rather under-explored 3D multiplayer video game with a
distinct physics engine and complex dynamics that pose a significant challenge
in developing efficient and high-performance game-playing agents. In this
paper, we present Lucy-SKG, a Reinforcement Learning-based model that learned
how to play Rocket League in a sample-efficient manner, outperforming by a
notable margin the two highest-ranking bots in this game, namely Necto (2022
bot champion) and its successor Nexto, thus becoming a state-of-the-art agent.
Our contributions include: a) the development of a reward analysis and
visualization library, b) novel parameterizable reward shape functions that
capture the utility of complex reward types via our proposed Kinesthetic Reward
Combination (KRC) technique, and c) design of auxiliary neural architectures
for training on reward prediction and state representation tasks in an
on-policy fashion for enhanced efficiency in learning speed and performance. By
performing thorough ablation studies for each component of Lucy-SKG, we showed
their independent effectiveness in overall performance. In doing so, we
demonstrate the prospects and challenges of using sample-efficient
Reinforcement Learning techniques for controlling complex dynamical systems
under competitive team-based multiplayer conditions.
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) - Minimax Exploiter: A Data Efficient Approach for Competitive Self-Play [12.754819077905061]
Minimax Exploiter is a game theoretic approach to exploiting Main Agents that leverages knowledge of its opponents.
We validate our approach in a diversity of settings, including simple turn based games, the arcade learning environment, and For Honor, a modern video game.
arXiv Detail & Related papers (2023-11-28T19:34:40Z) - Technical Challenges of Deploying Reinforcement Learning Agents for Game
Testing in AAA Games [58.720142291102135]
We describe an effort to add an experimental reinforcement learning system to an existing automated game testing solution based on scripted bots.
We show a use-case of leveraging reinforcement learning in game production and cover some of the largest time sinks anyone who wants to make the same journey for their game may encounter.
We propose a few research directions that we believe will be valuable and necessary for making machine learning, and especially reinforcement learning, an effective tool in game production.
arXiv Detail & Related papers (2023-07-19T18:19:23Z) - Double A3C: Deep Reinforcement Learning on OpenAI Gym Games [0.0]
Reinforcement Learning (RL) is an area of machine learning figuring out how agents take actions in an unknown environment to maximize its rewards.
We will propose and implement an improved version of Double A3C algorithm which utilizing the strength of both algorithms to play OpenAI Gym Atari 2600 games to beat its benchmarks.
arXiv Detail & Related papers (2023-03-04T00:06:27Z) - DIAMBRA Arena: a New Reinforcement Learning Platform for Research and
Experimentation [91.3755431537592]
This work presents DIAMBRA Arena, a new platform for reinforcement learning research and experimentation.
It features a collection of high-quality environments exposing a Python API fully compliant with OpenAI Gym standard.
They are episodic tasks with discrete actions and observations composed by raw pixels plus additional numerical values.
arXiv Detail & Related papers (2022-10-19T14:39:10Z) - TiKick: Toward Playing Multi-agent Football Full Games from Single-agent
Demonstrations [31.596018856092513]
Tikick is the first learning-based AI system that can take over the multi-agent Google Research Football full game.
To the best of our knowledge, Tikick is the first learning-based AI system that can take over the multi-agent Google Research Football full game.
arXiv Detail & Related papers (2021-10-09T08:34:58Z) - Human-Level Reinforcement Learning through Theory-Based Modeling,
Exploration, and Planning [27.593497502386143]
Theory-Based Reinforcement Learning uses human-like intuitive theories to explore and model an environment.
We instantiate the approach in a video game playing agent called EMPA.
EMPA matches human learning efficiency on a suite of 90 Atari-style video games.
arXiv Detail & Related papers (2021-07-27T01:38:13Z) - 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) - Learning to Shape Rewards using a Game of Switching Controls [21.456451774045465]
We introduce an automated RS framework in which the shaping-reward function is constructed in a novel game between two agents.
We prove theoretically that our framework, which easily adopts existing RL algorithms, learns to construct a shaping-reward function that is tailored to the task.
We demonstrate the superior performance of our method against state-of-the-art RS algorithms in Cartpole and the challenging console games Gravitar, Solaris and Super Mario.
arXiv Detail & Related papers (2021-03-16T15:56:57Z) - Emergent Real-World Robotic Skills via Unsupervised Off-Policy
Reinforcement Learning [81.12201426668894]
We develop efficient reinforcement learning methods that acquire diverse skills without any reward function, and then repurpose these skills for downstream tasks.
We show that our proposed algorithm provides substantial improvement in learning efficiency, making reward-free real-world training feasible.
We also demonstrate that the learned skills can be composed using model predictive control for goal-oriented navigation, without any additional training.
arXiv Detail & Related papers (2020-04-27T17:38:53Z) - Learning from Learners: Adapting Reinforcement Learning Agents to be
Competitive in a Card Game [71.24825724518847]
We present a study on how popular reinforcement learning algorithms can be adapted to learn and to play a real-world implementation of a competitive multiplayer card game.
We propose specific training and validation routines for the learning agents, in order to evaluate how the agents learn to be competitive and explain how they adapt to each others' playing style.
arXiv Detail & Related papers (2020-04-08T14:11:05Z)
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.