Semicentralized Deep Deterministic Policy Gradient in Cooperative StarCraft Games
In this article, we propose a novel semicentralized deep deterministic policy gradient (SCDDPG) algorithm for cooperative multiagent games. Specifically, we design a two-level actor-critic structure to help the agents with interactions and cooperation in the StarCraft combat. The local actor-critic...
Gespeichert in:
Veröffentlicht in: | IEEE transaction on neural networks and learning systems 2022-04, Vol.33 (4), p.1584-1593 |
---|---|
Hauptverfasser: | , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext bestellen |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 1593 |
---|---|
container_issue | 4 |
container_start_page | 1584 |
container_title | IEEE transaction on neural networks and learning systems |
container_volume | 33 |
creator | Xie, Dong Zhong, Xiangnan |
description | In this article, we propose a novel semicentralized deep deterministic policy gradient (SCDDPG) algorithm for cooperative multiagent games. Specifically, we design a two-level actor-critic structure to help the agents with interactions and cooperation in the StarCraft combat. The local actor-critic structure is established for each kind of agents with partially observable information received from the environment. Then, the global actor-critic structure is built to provide the local design an overall view of the combat based on the limited centralized information, such as the health value. These two structures work together to generate the optimal control action for each agent and to achieve better cooperation in the games. Comparing with the fully centralized methods, this design can reduce the communication burden by only sending limited information to the global level during the learning process. Furthermore, the reward functions are also designed for both local and global structures based on the agents' attributes to further improve the learning performance in the stochastic environment. The developed method has been demonstrated on several scenarios in a real-time strategy game, i.e., StarCraft. The simulation results show that the agents can effectively cooperate with their teammates and defeat the enemies in various StarCraft scenarios. |
doi_str_mv | 10.1109/TNNLS.2020.3042943 |
format | Article |
fullrecord | <record><control><sourceid>proquest_RIE</sourceid><recordid>TN_cdi_ieee_primary_9302688</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ieee_id>9302688</ieee_id><sourcerecordid>2473402816</sourcerecordid><originalsourceid>FETCH-LOGICAL-c351t-a4420e57970fbfddfc2de7c983c3d0dd2fcacf41f78cb154c77d6cbf26fbe7903</originalsourceid><addsrcrecordid>eNpdkMtKAzEUhoMoKtoXUJABN25ac2sys5SqVSheaAV3IZOcQGQuNZkR6tOb2tqFWZwEznf-Ez6EzggeEYKL68XT02w-opjiEcOcFpztoWNKBB1Sluf7u7d8P0KDGD9wOgKPBS8O0RFjbEykkMfodQ61N9B0QVf-G2x2C7BMpYNQ-8bHzpvspa28WWXToK1PZOabbNK2Swi681-QzTsdJkG7LpvqGuIpOnC6ijDY3ifo7f5uMXkYzp6nj5Ob2dCk3d1Qc04xjGUhsSudtc5QC9IUOTPMYmupM9o4TpzMTUnG3EhphSkdFa4EWWB2gq42ucvQfvYQO1X7aKCqdANtHxXlknFMcyISevkP_Wj70KTfKSq45FSInCSKbigT2hgDOLUMvtZhpQhWa-fq17laO1db52noYhvdlzXY3cif4QScbwAPALt2wTAVec5-AD_-hig</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2647426681</pqid></control><display><type>article</type><title>Semicentralized Deep Deterministic Policy Gradient in Cooperative StarCraft Games</title><source>IEEE Electronic Library (IEL)</source><creator>Xie, Dong ; Zhong, Xiangnan</creator><creatorcontrib>Xie, Dong ; Zhong, Xiangnan</creatorcontrib><description>In this article, we propose a novel semicentralized deep deterministic policy gradient (SCDDPG) algorithm for cooperative multiagent games. Specifically, we design a two-level actor-critic structure to help the agents with interactions and cooperation in the StarCraft combat. The local actor-critic structure is established for each kind of agents with partially observable information received from the environment. Then, the global actor-critic structure is built to provide the local design an overall view of the combat based on the limited centralized information, such as the health value. These two structures work together to generate the optimal control action for each agent and to achieve better cooperation in the games. Comparing with the fully centralized methods, this design can reduce the communication burden by only sending limited information to the global level during the learning process. Furthermore, the reward functions are also designed for both local and global structures based on the agents' attributes to further improve the learning performance in the stochastic environment. The developed method has been demonstrated on several scenarios in a real-time strategy game, i.e., StarCraft. The simulation results show that the agents can effectively cooperate with their teammates and defeat the enemies in various StarCraft scenarios.</description><identifier>ISSN: 2162-237X</identifier><identifier>EISSN: 2162-2388</identifier><identifier>DOI: 10.1109/TNNLS.2020.3042943</identifier><identifier>PMID: 33351767</identifier><identifier>CODEN: ITNNAL</identifier><language>eng</language><publisher>United States: IEEE</publisher><subject>Algorithms ; Cooperation ; Deep deterministic policy gradient (DDPG) ; Design ; Game theory ; Games ; Learning ; Markov processes ; Multi-agent systems ; multiagent system ; Multiagent systems ; Neural networks ; Optimal control ; Reinforcement ; Reinforcement learning ; reinforcement learning (RL) ; StarCraft ; stochastic environment ; Stochasticity ; Task analysis ; Training</subject><ispartof>IEEE transaction on neural networks and learning systems, 2022-04, Vol.33 (4), p.1584-1593</ispartof><rights>Copyright The Institute of Electrical and Electronics Engineers, Inc. (IEEE) 2022</rights><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c351t-a4420e57970fbfddfc2de7c983c3d0dd2fcacf41f78cb154c77d6cbf26fbe7903</citedby><cites>FETCH-LOGICAL-c351t-a4420e57970fbfddfc2de7c983c3d0dd2fcacf41f78cb154c77d6cbf26fbe7903</cites><orcidid>0000-0002-8367-0215</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/9302688$$EHTML$$P50$$Gieee$$H</linktohtml><link.rule.ids>314,776,780,792,27901,27902,54733</link.rule.ids><linktorsrc>$$Uhttps://ieeexplore.ieee.org/document/9302688$$EView_record_in_IEEE$$FView_record_in_$$GIEEE</linktorsrc><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/33351767$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Xie, Dong</creatorcontrib><creatorcontrib>Zhong, Xiangnan</creatorcontrib><title>Semicentralized Deep Deterministic Policy Gradient in Cooperative StarCraft Games</title><title>IEEE transaction on neural networks and learning systems</title><addtitle>TNNLS</addtitle><addtitle>IEEE Trans Neural Netw Learn Syst</addtitle><description>In this article, we propose a novel semicentralized deep deterministic policy gradient (SCDDPG) algorithm for cooperative multiagent games. Specifically, we design a two-level actor-critic structure to help the agents with interactions and cooperation in the StarCraft combat. The local actor-critic structure is established for each kind of agents with partially observable information received from the environment. Then, the global actor-critic structure is built to provide the local design an overall view of the combat based on the limited centralized information, such as the health value. These two structures work together to generate the optimal control action for each agent and to achieve better cooperation in the games. Comparing with the fully centralized methods, this design can reduce the communication burden by only sending limited information to the global level during the learning process. Furthermore, the reward functions are also designed for both local and global structures based on the agents' attributes to further improve the learning performance in the stochastic environment. The developed method has been demonstrated on several scenarios in a real-time strategy game, i.e., StarCraft. The simulation results show that the agents can effectively cooperate with their teammates and defeat the enemies in various StarCraft scenarios.</description><subject>Algorithms</subject><subject>Cooperation</subject><subject>Deep deterministic policy gradient (DDPG)</subject><subject>Design</subject><subject>Game theory</subject><subject>Games</subject><subject>Learning</subject><subject>Markov processes</subject><subject>Multi-agent systems</subject><subject>multiagent system</subject><subject>Multiagent systems</subject><subject>Neural networks</subject><subject>Optimal control</subject><subject>Reinforcement</subject><subject>Reinforcement learning</subject><subject>reinforcement learning (RL)</subject><subject>StarCraft</subject><subject>stochastic environment</subject><subject>Stochasticity</subject><subject>Task analysis</subject><subject>Training</subject><issn>2162-237X</issn><issn>2162-2388</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2022</creationdate><recordtype>article</recordtype><sourceid>RIE</sourceid><recordid>eNpdkMtKAzEUhoMoKtoXUJABN25ac2sys5SqVSheaAV3IZOcQGQuNZkR6tOb2tqFWZwEznf-Ez6EzggeEYKL68XT02w-opjiEcOcFpztoWNKBB1Sluf7u7d8P0KDGD9wOgKPBS8O0RFjbEykkMfodQ61N9B0QVf-G2x2C7BMpYNQ-8bHzpvspa28WWXToK1PZOabbNK2Swi681-QzTsdJkG7LpvqGuIpOnC6ijDY3ifo7f5uMXkYzp6nj5Ob2dCk3d1Qc04xjGUhsSudtc5QC9IUOTPMYmupM9o4TpzMTUnG3EhphSkdFa4EWWB2gq42ucvQfvYQO1X7aKCqdANtHxXlknFMcyISevkP_Wj70KTfKSq45FSInCSKbigT2hgDOLUMvtZhpQhWa-fq17laO1db52noYhvdlzXY3cif4QScbwAPALt2wTAVec5-AD_-hig</recordid><startdate>20220401</startdate><enddate>20220401</enddate><creator>Xie, Dong</creator><creator>Zhong, Xiangnan</creator><general>IEEE</general><general>The Institute of Electrical and Electronics Engineers, Inc. (IEEE)</general><scope>97E</scope><scope>RIA</scope><scope>RIE</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7QF</scope><scope>7QO</scope><scope>7QP</scope><scope>7QQ</scope><scope>7QR</scope><scope>7SC</scope><scope>7SE</scope><scope>7SP</scope><scope>7SR</scope><scope>7TA</scope><scope>7TB</scope><scope>7TK</scope><scope>7U5</scope><scope>8BQ</scope><scope>8FD</scope><scope>F28</scope><scope>FR3</scope><scope>H8D</scope><scope>JG9</scope><scope>JQ2</scope><scope>KR7</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>P64</scope><scope>7X8</scope><orcidid>https://orcid.org/0000-0002-8367-0215</orcidid></search><sort><creationdate>20220401</creationdate><title>Semicentralized Deep Deterministic Policy Gradient in Cooperative StarCraft Games</title><author>Xie, Dong ; Zhong, Xiangnan</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c351t-a4420e57970fbfddfc2de7c983c3d0dd2fcacf41f78cb154c77d6cbf26fbe7903</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2022</creationdate><topic>Algorithms</topic><topic>Cooperation</topic><topic>Deep deterministic policy gradient (DDPG)</topic><topic>Design</topic><topic>Game theory</topic><topic>Games</topic><topic>Learning</topic><topic>Markov processes</topic><topic>Multi-agent systems</topic><topic>multiagent system</topic><topic>Multiagent systems</topic><topic>Neural networks</topic><topic>Optimal control</topic><topic>Reinforcement</topic><topic>Reinforcement learning</topic><topic>reinforcement learning (RL)</topic><topic>StarCraft</topic><topic>stochastic environment</topic><topic>Stochasticity</topic><topic>Task analysis</topic><topic>Training</topic><toplevel>online_resources</toplevel><creatorcontrib>Xie, Dong</creatorcontrib><creatorcontrib>Zhong, Xiangnan</creatorcontrib><collection>IEEE All-Society Periodicals Package (ASPP) 2005-present</collection><collection>IEEE All-Society Periodicals Package (ASPP) 1998-Present</collection><collection>IEEE Electronic Library (IEL)</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>Aluminium Industry Abstracts</collection><collection>Biotechnology Research Abstracts</collection><collection>Calcium & Calcified Tissue Abstracts</collection><collection>Ceramic Abstracts</collection><collection>Chemoreception Abstracts</collection><collection>Computer and Information Systems Abstracts</collection><collection>Corrosion Abstracts</collection><collection>Electronics & Communications Abstracts</collection><collection>Engineered Materials Abstracts</collection><collection>Materials Business File</collection><collection>Mechanical & Transportation Engineering Abstracts</collection><collection>Neurosciences Abstracts</collection><collection>Solid State and Superconductivity Abstracts</collection><collection>METADEX</collection><collection>Technology Research Database</collection><collection>ANTE: Abstracts in New Technology & Engineering</collection><collection>Engineering Research Database</collection><collection>Aerospace Database</collection><collection>Materials Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Civil Engineering Abstracts</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>Biotechnology and BioEngineering Abstracts</collection><collection>MEDLINE - Academic</collection><jtitle>IEEE transaction on neural networks and learning systems</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Xie, Dong</au><au>Zhong, Xiangnan</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Semicentralized Deep Deterministic Policy Gradient in Cooperative StarCraft Games</atitle><jtitle>IEEE transaction on neural networks and learning systems</jtitle><stitle>TNNLS</stitle><addtitle>IEEE Trans Neural Netw Learn Syst</addtitle><date>2022-04-01</date><risdate>2022</risdate><volume>33</volume><issue>4</issue><spage>1584</spage><epage>1593</epage><pages>1584-1593</pages><issn>2162-237X</issn><eissn>2162-2388</eissn><coden>ITNNAL</coden><abstract>In this article, we propose a novel semicentralized deep deterministic policy gradient (SCDDPG) algorithm for cooperative multiagent games. Specifically, we design a two-level actor-critic structure to help the agents with interactions and cooperation in the StarCraft combat. The local actor-critic structure is established for each kind of agents with partially observable information received from the environment. Then, the global actor-critic structure is built to provide the local design an overall view of the combat based on the limited centralized information, such as the health value. These two structures work together to generate the optimal control action for each agent and to achieve better cooperation in the games. Comparing with the fully centralized methods, this design can reduce the communication burden by only sending limited information to the global level during the learning process. Furthermore, the reward functions are also designed for both local and global structures based on the agents' attributes to further improve the learning performance in the stochastic environment. The developed method has been demonstrated on several scenarios in a real-time strategy game, i.e., StarCraft. The simulation results show that the agents can effectively cooperate with their teammates and defeat the enemies in various StarCraft scenarios.</abstract><cop>United States</cop><pub>IEEE</pub><pmid>33351767</pmid><doi>10.1109/TNNLS.2020.3042943</doi><tpages>10</tpages><orcidid>https://orcid.org/0000-0002-8367-0215</orcidid></addata></record> |
fulltext | fulltext_linktorsrc |
identifier | ISSN: 2162-237X |
ispartof | IEEE transaction on neural networks and learning systems, 2022-04, Vol.33 (4), p.1584-1593 |
issn | 2162-237X 2162-2388 |
language | eng |
recordid | cdi_ieee_primary_9302688 |
source | IEEE Electronic Library (IEL) |
subjects | Algorithms Cooperation Deep deterministic policy gradient (DDPG) Design Game theory Games Learning Markov processes Multi-agent systems multiagent system Multiagent systems Neural networks Optimal control Reinforcement Reinforcement learning reinforcement learning (RL) StarCraft stochastic environment Stochasticity Task analysis Training |
title | Semicentralized Deep Deterministic Policy Gradient in Cooperative StarCraft Games |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-02-15T19%3A53%3A57IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_RIE&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Semicentralized%20Deep%20Deterministic%20Policy%20Gradient%20in%20Cooperative%20StarCraft%20Games&rft.jtitle=IEEE%20transaction%20on%20neural%20networks%20and%20learning%20systems&rft.au=Xie,%20Dong&rft.date=2022-04-01&rft.volume=33&rft.issue=4&rft.spage=1584&rft.epage=1593&rft.pages=1584-1593&rft.issn=2162-237X&rft.eissn=2162-2388&rft.coden=ITNNAL&rft_id=info:doi/10.1109/TNNLS.2020.3042943&rft_dat=%3Cproquest_RIE%3E2473402816%3C/proquest_RIE%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2647426681&rft_id=info:pmid/33351767&rft_ieee_id=9302688&rfr_iscdi=true |