Mastering Complex Control in MOBA Games with Deep Reinforcement Learning
December 20, 2019 Β· Declared Dead Β· π AAAI Conference on Artificial Intelligence
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Authors
Deheng Ye, Zhao Liu, Mingfei Sun, Bei Shi, Peilin Zhao, Hao Wu, Hongsheng Yu, Shaojie Yang, Xipeng Wu, Qingwei Guo, Qiaobo Chen, Yinyuting Yin, Hao Zhang, Tengfei Shi, Liang Wang, Qiang Fu, Wei Yang, Lanxiao Huang
arXiv ID
1912.09729
Category
cs.AI: Artificial Intelligence
Cross-listed
cs.LG
Citations
378
Venue
AAAI Conference on Artificial Intelligence
Last Checked
3 months ago
Abstract
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 algorithm includes several novel strategies, including control dependency decoupling, action mask, target attention, and dual-clip PPO, with which our proposed actor-critic network can be effectively trained in our system. Tested on the MOBA game Honor of Kings, our AI agent, called Tencent Solo, can defeat top professional human players in full 1v1 games.
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