AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning

Authors: Michaël Mathieu, Sherjil Ozair, Srivatsan Srinivasan, Caglar Gulcehre, Shangtong Zhang, Ray Jiang, Tom Le Paine, Richard Powell, Konrad Żołna, Julian Schrittwieser, David Choi, Petko Georgiev, Daniel Toyama, Aja Huang, Roman Ring, Igor Babuschkin, Timo Ewalds, Mahyar Bordbar, Sarah Henderson, Sergio Gómez Colmenarejo, Aäron van den Oord, Wojciech Marian Czarnecki, Nando de Freitas, Oriol Vinyals

32 pages, 13 figures, previous version published as a NeurIPS 2021 workshop: https://openreview.net/forum?id=Np8Pumfoty
License: CC BY 4.0

Results of the summarizing process for the arXiv paper: 2308.03526v1

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StarCraft II is a highly challenging simulated reinforcement learning environment that presents unique difficulties for AI agents. It is a partially observable, stochastic, and multi-agent game with strategic planning over long time horizons and real-time low-level execution. Additionally, StarCraft II has an active professional competitive scene, making it an ideal platform for advancing offline RL algorithms. To facilitate research in this area, Blizzard has released a massive dataset of millions of games played by human players. Leveraging this dataset, the authors of the paper introduce AlphaStar Unplugged, a benchmark that sets unprecedented challenges for offline reinforcement learning. The benchmark includes a subset of Blizzard's dataset as well as tools to standardize an API for machine learning methods and an evaluation protocol. The paper also presents baseline agents for comparison including behavior cloning and offline variants of actor-critic and MuZero algorithms which are trained using only offline data from the dataset provided by Blizzard. Notably, the authors achieve significant improvements over previously published AlphaStar behavior cloning agent with a 90% win rate. In summary, this paper explores the potential of offline reinforcement learning in the context of StarCraft II by leveraging a massive dataset provided by Blizzard. The authors establish AlphaStar Unplugged as a benchmark for evaluating RL algorithms in this challenging environment and present baseline agents that demonstrate improved performance using only offline data. This research contributes to advancing the state-of-the-art in AI agents for complex real-time strategy games like StarCraft II.
AI-generated keywords: StarCraft II

AI-generated Key Points

  • StarCraft II is a highly challenging simulated reinforcement learning environment
  • It presents unique difficulties for AI agents
  • It is partially observable, stochastic, and multi-agent game with strategic planning over long time horizons and real-time low-level execution
  • StarCraft II has an active professional competitive scene, making it ideal for advancing offline RL algorithms
  • Blizzard has released a massive dataset of millions of games played by human players to facilitate research in this area
  • The authors introduce AlphaStar Unplugged as a benchmark for offline reinforcement learning in StarCraft II
  • The benchmark includes a subset of Blizzard's dataset and tools to standardize an API for machine learning methods and an evaluation protocol
  • Baseline agents are presented, including behavior cloning and offline variants of actor-critic and MuZero algorithms trained using only offline data from the dataset provided by Blizzard
  • The authors achieve significant improvements over previously published AlphaStar behavior cloning agent with a 90% win rate
  • This research contributes to advancing the state-of-the-art in AI agents for complex real-time strategy games like StarCraft II.
Also access our AI generated: Comprehensive summary, Lay summary, Blog-like article; or ask questions about this paper to our AI assistant.

Abstract: StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time low-level execution. It also has an active professional competitive scene. StarCraft II is uniquely suited for advancing offline RL algorithms, both because of its challenging nature and because Blizzard has released a massive dataset of millions of StarCraft II games played by human players. This paper leverages that and establishes a benchmark, called AlphaStar Unplugged, introducing unprecedented challenges for offline reinforcement learning. We define a dataset (a subset of Blizzard's release), tools standardizing an API for machine learning methods, and an evaluation protocol. We also present baseline agents, including behavior cloning, offline variants of actor-critic and MuZero. We improve the state of the art of agents using only offline data, and we achieve 90% win rate against previously published AlphaStar behavior cloning agent.

Submitted to arXiv on 07 Aug. 2023

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