MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.
Tencent AI Lab(腾讯人工智能实验室);Tencent TiMi L1 Studio(腾讯天美L1工作室)
Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples m…
Tencent AI Lab(腾讯人工智能实验室);Tencent Timi Studio(腾讯天美工作室)
We study the reinforcement learning problem of complex action control in the Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far more complicated state and action spaces than those of traditional 1v1 games, such as Go and Atari series, which makes it very difficult to search any policies with human-level performance. In this paper, we present a deep reinforcement learning framework to tackle this problem from the perspectives of both system and algorithm. Our system is of low coupling and high scalability, which enables efficient explorations at large scale. Our algori…
Real Time Strategy (RTS) games require macro strategies as well as micro strategies to obtain satisfactory performance since it has large state space, action space, and hidden information. This paper presents a novel hierarchical reinforcement learning model for mastering Multiplayer Online Battle Arena (MOBA) games, a sub-genre of RTS games. The novelty of this work are: (1) proposing a hierarchical framework, where agents execute macro strategies by imitation learning and carry out micromanipulations through reinforcement learning, (2) developing a simple self-learning method to get better s…
Multiplayer Online Battle Arena (MOBA) is one of the most played game genres nowadays. With the increasing growth of this genre, it becomes necessary to develop effective intelligent agents to play alongside or against human players. In this paper we address the problem of agent development for MOBA games. We implement a two-layered architecture agent that handles both navigation and game mechanics. This architecture relies on the use of Influence Maps, a widely used approach for tactical analysis. Several experiments were performed using {\em League of Legends} as a testbed, and show promisin…
Tencent AI Lab(腾讯人工智能实验室);Shanghai Jiao Tong University(上海交通大学)
Hero drafting is essential in MOBA game playing as it builds the team of each side and directly affects the match outcome. State-of-the-art drafting methods fail to consider: 1) drafting efficiency when the hero pool is expanded; 2) the multi-round nature of a MOBA 5v5 match series, i.e., two teams play best-of-N and the same hero is only allowed to be drafted once throughout the series. In this paper, we formulate the drafting process as a multi-round combinatorial game and propose a novel drafting algorithm based on neural networks and Monte-Carlo tree search, named JueWuDraft. Specifically,…
Tencent AI Lab(腾讯AI实验室);Tencent Timi Studio(腾讯天美工作室)
We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.
Peking University(北京大学);Microsoft Research Asia(微软亚洲研究院)
Multiplayer Online Battle Arena (MOBA) is currently one of the most popular genres of digital games around the world. The domain of knowledge contained in these complicated games is large. It is hard for humans and algorithms to evaluate the real-time game situation or predict the game result. In this paper, we introduce MOBA-Slice, a time slice based evaluation framework of relative advantage between teams in MOBA games. MOBA-Slice is a quantitative evaluation method based on learning, similar to the value network of AlphaGo. It establishes a foundation for further MOBA related research inclu…
We propose novel methods to develop action controllable agent that behaves like a human and has the ability to align with human players in Multiplayer Online Battle Arena (MOBA) games. By modeling the control problem as an action generation process, we devise a deep latent alignment neural network model for training agent, and a corresponding sampling algorithm for controlling an agent's action. Particularly, we propose deterministic and stochastic attention implementations of the core latent alignment model. Both simulated and online experiments in the game Honor of Kings demonstrate the effi…
Mastering a video game requires skill, tactics and strategy. While these attributes may be acquired naturally by human players, teaching them to a computer program is a far more challenging task. In recent years, extensive research was carried out in the field of reinforcement learning and numerous algorithms were introduced, aiming to learn how to perform human tasks such as playing video games. As a result, the Arcade Learning Environment (ALE) (Bellemare et al., 2013) has become a commonly used benchmark environment allowing algorithms to train on various Atari 2600 games. In many games the…
Learning Explainable Representations of Complex Game-playing Strategies
North Carolina State University(北卡罗来纳州立大学);Indian Institute of Technology Bombay(印度理工学院孟买分校);Tata Research Development and Design Centre(塔塔研究开发与设计中心);Northeastern University(东北大学)
School of Computer Science(计算机科学学院);Carnegie Mellon University(卡内基梅隆大学)
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments that are fully observable to the agent. In this paper, we present the first architecture to tackle 3D environments in first-person shooter games, that involve partially observable states. Typically, deep reinforcement learning methods only utilize visual input for training. We present a method to augment these models to exploit game feature information such as …
The game of Go has a long history in East Asian countries, but the field of Computer Go has yet to catch up to humans until the past couple of years. While the rules of Go are simple, the strategy and combinatorics of the game are immensely complex. Even within the past couple of years, new programs that rely on neural networks to evaluate board positions still explore many orders of magnitude more board positions per second than a professional can. We attempt to mimic human intuition in the game by creating a convolutional neural policy network which, without any sort of tree search, should p…
Computer Science Institute TH K \"o ln -- Cologne University of Applied Sciences Gummersbach, Germany
We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It standardizes those parts of board game playing and learning that otherwise would be tedious and repetitive parts in coding. GBG is suitable for arbitrary 1-, 2-, ..., N-player board games. It makes a generic TD($λ$)-n-tuple agent for the first time available to arbitrary games. On various games, TD($λ$)-n-tuple is found to be superior to other generic agents like…
University of Alberta(阿尔伯塔大学);Federal University of Minas Gerais(米纳斯吉拉斯联邦大学)
Games have always been popular testbeds for Artificial Intelligence (AI). In the last decade, we have seen the rise of the Multiple Online Battle Arena (MOBA) games, which are the most played games nowadays. In spite of this, there are few works that explore MOBA as a testbed for AI Research. In this paper we present and discuss the main features and opportunities offered by MOBA games to Game AI Research. We describe the various challenges faced along the game and also propose a discrete model that can be used to better understand and explore the game. With this, we aim to encourage the use o…
Deep reinforcement learning has shown its success in game playing. However, 2.5D fighting games would be a challenging task to handle due to ambiguity in visual appearances like height or depth of the characters. Moreover, actions in such games typically involve particular sequential action orders, which also makes the network design very difficult. Based on the network of Asynchronous Advantage Actor-Critic (A3C), we create an OpenAI-gym-like gaming environment with the game of Little Fighter 2 (LF2), and present a novel A3C+ network for learning RL agents. The introduced model includes a Rec…
Artificial Intelligence is becoming instrumental in a variety of applications. Games serve as a good breeding ground for trying and testing these algorithms in a sandbox with simpler constraints in comparison to real life. In this project, we aim to develop an AI agent that can solve the classical Japanese game of Sokoban using various algorithms and heuristics and compare their performances through standard metrics.
The game of 2048 is a highly addictive game. It is easy to learn the game, but hard to master as the created game revealed that only about 1% games out of hundreds million ever played have been won. In this paper, we would like to explore reinforcement learning techniques to win 2048. The approaches we have took include deep Q-learning and beam search, with beam search reaching 2048 28.5 of time.
School of Interactive Computing(交互式计算学院);Georgia Institute of Technology(佐治亚理工学院)
Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the game state as a knowledge graph which is learned during exploration. This graph is used to prune the action space, enabling more efficient exploration. The question of which action to take can be reduced to a question-answering task, a form of transfer learning that pre-trains certain parts of our architecture. In experiments using the TextWorld framework, we s…
Southern University of Science and Technology(南方科技大学);University of Birmingham(伯明翰大学);New York University(纽约大学)
Reinforcement learning algorithms have performed well in playing challenging board and video games. More and more studies focus on improving the generalisation ability of reinforcement learning algorithms. The General Video Game AI Learning Competition aims to develop agents capable of learning to play different game levels that were unseen during training. This paper summarises the five years' General Video Game AI Learning Competition editions. At each edition, three new games were designed. The training and test levels were designed separately in the first three editions. Since 2020, three …
Leiden Institute of Advanced Computer Science, Leiden University(莱顿大学莱顿高等计算机科学研究所);Leiden University(莱顿大学);Leiden Institute of Advanced Computer Science(莱顿高等计算机科学研究所);Leiden University, Leiden, the Netherlands(莱顿大学,荷兰莱顿)
After the recent groundbreaking results of AlphaGo, we have seen a strong interest in reinforcement learning in game playing. General Game Playing (GGP) provides a good testbed for reinforcement learning. In GGP, a specification of games rules is given. GGP problems can be solved by reinforcement learning. Q-learning is one of the canonical reinforcement learning methods, and has been used by (Banerjee & Stone, IJCAI 2007) in GGP. In this paper we implement Q-learning in GGP for three small-board games (Tic-Tac-Toe, Connect Four, Hex), to allow comparison to Banerjee et al. As expected, Q-lear…
Federal University of ABC(ABC联邦大学);Vrije Universiteit Amsterdam(阿姆斯特丹自由大学);Heriot-Watt University(赫瑞-瓦特大学)
This paper describes a competition proposal for evolving Intelligent Agents for the game-playing framework called EvoMan. The framework is based on the boss fights of the game called Mega Man II developed by Capcom. For this particular competition, the main goal is to beat all of the eight bosses using a generalist strategy. In other words, the competitors should train the agent to beat a set of the bosses and then the agent will be evaluated by its performance against all eight bosses. At the end of this paper, the competitors are provided with baseline results so that they can have an intuit…
In the last decade, deep learning has achieved great success in machine learning tasks where the input data is represented with different levels of abstractions. Driven by the recent research in reinforcement learning using deep neural networks, we explore the feasibility of designing a learning model based on expert behaviour for complex, multidimensional tasks where reward function is not available. We propose a novel method for apprenticeship learning based on the previous research on supervised learning techniques in reinforcement learning. Our method is applied to video frames from Atari …
We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing strategies and demonstrate a slow learning speed. Human intervention can significantly enhance learning performance, but carry-ing it out systematically seems to be more of a problem of an integrated game development environment as opposed to automatic evolutionary learning.
Massachusetts Institute of Technology(麻省理工学院);Google Brain(谷歌大脑)
Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in part due to their accessibility and interpretability. Previous works have targeted and demonstrated success on arcade, first person shooter (FPS), real-time strategy (RTS), and massive online battle arena (MOBA) games. Our work considers massively multiplayer online role-playing games (MMORPGs or MMOs), which capture several complexities of real-world learn…
Digital games have become a key player in the entertainment industry, attracting millions of new players each year. In spite of that, novice players may have a hard time when playing certain types of games, such as MOBAs and MMORPGs, due to their steep learning curves and not so friendly online communities. In this paper, we present an approach to help novice players in MOBA games overcome these problems. An artificial intelligence agent plays alongside the player analyzing his/her performance and giving tips about the game. Experiments performed with the game {\em League of Legends} show the …
Tsinghua-Berkeley Shenzhen Institute, Tsinghua University(清华大学清华-伯克利深圳学院);Tencent AI Lab(腾讯人工智能实验室)
The multiplayer online battle arena (MOBA) games have become increasingly popular in recent years. Consequently, many efforts have been devoted to providing pre-game or in-game predictions for them. However, these works are limited in the following two aspects: 1) the lack of sufficient in-game features; 2) the absence of interpretability in the prediction results. These two limitations greatly restrict the practical performance and industrial application of the current works. In this work, we collect and release a large-scale dataset containing rich in-game features for the popular MOBA game …
Leiden University(莱顿大学);Leiden Institute of Advanced Computer Science(莱顿高级计算机科学研究所)
After the recent groundbreaking results of AlphaGo and AlphaZero, we have seen strong interests in deep reinforcement learning and artificial general intelligence (AGI) in game playing. However, deep learning is resource-intensive and the theory is not yet well developed. For small games, simple classical table-based Q-learning might still be the algorithm of choice. General Game Playing (GGP) provides a good testbed for reinforcement learning to research AGI. Q-learning is one of the canonical reinforcement learning methods, and has been used by (Banerjee $\&$ Stone, IJCAI 2007) in GGP. In th…
We present a new dataset containing 10K human-annotated games of Go and show how these natural language annotations can be used as a tool for model interpretability. Given a board state and its associated comment, our approach uses linear probing to predict mentions of domain-specific terms (e.g., ko, atari) from the intermediate state representations of game-playing agents like AlphaGo Zero. We find these game concepts are nontrivially encoded in two distinct policy networks, one trained via imitation learning and another trained via reinforcement learning. Furthermore, mentions of domain-spe…
Recently, multiple approaches for creating agents for playing various complex real-time computer games such as StarCraft II or Dota 2 were proposed, however, they either embed a significant amount of expert knowledge into the agent or use a prohibitively large for most researchers amount of computational resources. We propose a neural network architecture for playing the full two-player match of StarCraft II trained with general-purpose supervised and reinforcement learning, that can be trained on a single consumer-grade PC with a single GPU. We also show that our implementation achieves a non…
Queen Mary University of London(伦敦玛丽女王大学);Southern University of Science and Technology(南方科技大学)
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent re…
This paper introduces a novel method for learning how to play the most difficult Atari 2600 games from the Arcade Learning Environment using deep reinforcement learning. The proposed method, human checkpoint replay, consists in using checkpoints sampled from human gameplay as starting points for the learning process. This is meant to compensate for the difficulties of current exploration strategies, such as epsilon-greedy, to find successful control policies in games with sparse rewards. Like other deep reinforcement learning architectures, our model uses a convolutional neural network that re…
In this work, the trick-taking game Wizard with a separate bidding and playing phase is modeled by two interleaved partially observable Markov decision processes (POMDP). Deep Q-Networks (DQN) are used to empower self-improving agents, which are capable of tackling the challenges of a highly non-stationary environment. To compare algorithms between each other, the accuracy between bid and trick count is monitored, which strongly correlates with the actual rewards and provides a well-defined upper and lower performance bound. The trained DQN agents achieve accuracies between 66% and 87% in self…
Deep Q-learning is investigated as an end-to-end solution to estimate the optimal strategies for acting on time series input. Experiments are conducted on two idealized trading games. 1) Univariate: the only input is a wave-like price time series, and 2) Bivariate: the input includes a random stepwise price time series and a noisy signal time series, which is positively correlated with future price changes. The Univariate game tests whether the agent can capture the underlying dynamics, and the Bivariate game tests whether the agent can utilize the hidden relation among the inputs. Stacked Gat…
IBM Research(IBM研究院);MIT-IBM Watson AI Lab(麻省理工学院-IBM沃森人工智能实验室)
Interactive Fiction (IF) games with real human-written natural language texts provide a new natural evaluation for language understanding techniques. In contrast to previous text games with mostly synthetic texts, IF games pose language understanding challenges on the human-written textual descriptions of diverse and sophisticated game worlds and language generation challenges on the action command generation from less restricted combinatorial space. We take a novel perspective of IF game solving and re-formulate it as Multi-Passage Reading Comprehension (MPRC) tasks. Our approaches utilize th…
This paper discusses the effects of social learning in training of game playing agents. The training of agents in a social context instead of a self-play environment is investigated. Agents that use the reinforcement learning algorithms are trained in social settings. This mimics the way in which players of board games such as scrabble and chess mentor each other in their clubs. A Round Robin tournament and a modified Swiss tournament setting are used for the training. The agents trained using social settings are compared to self play agents and results indicate that more robust agents emerge …
The next challenge of game AI lies in Real Time Strategy (RTS) games. RTS games provide partially observable gaming environments, where agents interact with one another in an action space much larger than that of GO. Mastering RTS games requires both strong macro strategies and delicate micro level execution. Recently, great progress has been made in micro level execution, while complete solutions for macro strategies are still lacking. In this paper, we propose a novel learning-based Hierarchical Macro Strategy model for mastering MOBA games, a sub-genre of RTS games. Trained by the Hierarchi…
Best Agent Identification for General Game Playing
College of Science and Engineering, Flinders University, Adelaide, South Australia, Australia(科学与工程学院,弗林德斯大学,阿德莱德,澳大利亚,南澳大利亚州);Information and Communication Technologies, Electronics, and Applied Mathematics Institute, UCLouvain, Louvain-la-Neuve, Belgium(信息与通信技术、电子学和应用数学研究所,UCLouvain,洛林-拉-纽夫,比利时);Department of Advanced Computing Sciences, Maastricht University, Maastricht, the Netherlands(高级计算科学系,马斯特里赫特大学,马斯特里赫特,荷兰)
Text based games are simulations in which an agent interacts with the world purely through natural language. They typically consist of a number of puzzles interspersed with interactions with common everyday objects and locations. Deep reinforcement learning agents can learn to solve these puzzles. However, the everyday interactions with the environment, while trivial for human players, present as additional puzzles to agents. We explore two techniques for incorporating commonsense knowledge into agents. Inferring possibly hidden aspects of the world state with either a commonsense inference mo…
Universidade Federal de Minas Gerais (UFMG)(米纳斯吉拉斯联邦大学)
This paper addresses the dynamic difficulty adjustment on MOBA games as a way to improve the player's entertainment. Although MOBA is currently one of the most played genres around the world, it is known as a game that offer less autonomy, more challenges and consequently more frustration. Due to these characteristics, the use of a mechanism that performs the difficulty balance dynamically seems to be an interesting alternative to minimize and/or avoid that players experience such frustrations. In this sense, this paper presents a dynamic difficulty adjustment mechanism for MOBA games. The mai…
University of California, Los Angeles(加州大学洛杉矶分校);The Chinese University of Hong Kong(香港中文大学)
With the rapid prevalence and explosive development of MOBA esports (Multiplayer Online Battle Arena electronic sports), much research effort has been devoted to automatically predicting game results (win predictions). While this task has great potential in various applications, such as esports live streaming and game commentator AI systems, previous studies fail to investigate the methods to interpret these win predictions. To mitigate this issue, we collected a large-scale dataset that contains real-time game records with rich input features of the popular MOBA game Honor of Kings. For inter…
Multiplayer Online Battle Area (MOBA) games are a recent huge success both in the video game industry and the international eSports scene. These games encourage team coordination and cooperation, short and long-term planning, within a real-time combined action and strategy gameplay. Artificial Intelligence and Computational Intelligence in Games research competitions offer a wide variety of challenges regarding the study and application of AI techniques to different game genres. These events are widely accepted by the AI/CI community as a sort of AI benchmarking that strongly influences many o…
Information Sciences Institute, University of Southern California(南加州大学信息科学研究所);University of Southern California(南加州大学);Annenberg School of Communication, University of Southern California(南加州大学安纳伯格传播学院)
Individual behavior and decisions are substantially influenced by their contexts, such as location, environment, and time. Changes along these dimensions can be readily observed in Multiplayer Online Battle Arena games (MOBA), where players face different in-game settings for each match and are subject to frequent game patches. Existing methods utilizing contextual information generalize the effect of a context over the entire population, but contextual information tailored to each individual can be more effective. To achieve this, we present the Neural Individualized Context-aware Embeddings …
Northeastern University(东北大学);University of California, Los Angeles(加利福尼亚大学洛杉矶分校);Texas A&M University-Commerce(得克萨斯农工大学康莫斯分校)
Successful analysis of player skills in video games has important impacts on the process of enhancing player experience without undermining their continuous skill development. Moreover, player skill analysis becomes more intriguing in team-based video games because such form of study can help discover useful factors in effective team formation. In this paper, we consider the problem of skill decomposition in MOBA (MultiPlayer Online Battle Arena) games, with the goal to understand what player skill factors are essential for the outcome of a game match. To understand the construct of MOBA playe…
University of Oxford(牛津大学);Imperial College London(帝国理工学院)
General game playing (GGP) is a framework for evaluating an agent's general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen before. The task is for the agent to play the game, thus generating game traces. The winner of the GGP competition is the agent that gets the best total score over all the games. In this paper, we invert this task: a learner is given game traces and the task is to learn the rules that could produce the traces. This problem is central to inductive general game pla…
What makes humans so good at solving seemingly complex video games? Unlike computers, humans bring in a great deal of prior knowledge about the world, enabling efficient decision making. This paper investigates the role of human priors for solving video games. Given a sample game, we conduct a series of ablation studies to quantify the importance of various priors on human performance. We do this by modifying the video game environment to systematically mask different types of visual information that could be used by humans as priors. We find that removal of some prior knowledge causes a drast…
Charles University(查理大学);SUSE Labs(SUSE实验室);Novell(Novell公司)
We process a large corpus of game records of the board game of Go and propose a way of extracting summary information on played moves. We then apply several basic data-mining methods on the summary information to identify the most differentiating features within the summary information, and discuss their correspondence with traditional Go knowledge. We show statistically significant mappings of the features to player attributes such as playing strength or informally perceived "playing style" (e.g. territoriality or aggressivity), describe accurate classifiers for these attributes, and propose …