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Beating the World's Best at Super Smash Bros. with Deep Reinforcement Learning (1702.06230v3)

Published 21 Feb 2017 in cs.LG and cs.AI

Abstract: There has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of RL tasks, from Atari games to motor control to board games, are now solvable by fairly generic algorithms, based on deep learning, that learn to play from experience with minimal knowledge of the specific domain of interest. In this work, we will investigate the performance of these methods on Super Smash Bros. Melee (SSBM), a popular console fighting game. The SSBM environment has complex dynamics and partial observability, making it challenging for human and machine alike. The multi-player aspect poses an additional challenge, as the vast majority of recent advances in RL have focused on single-agent environments. Nonetheless, we will show that it is possible to train agents that are competitive against and even surpass human professionals, a new result for the multi-player video game setting.

Deep Reinforcement Learning Strategies in Competitive Gaming: A Case Study on Super Smash Bros. Melee

The paper "Beating the World's Best at Super Smash Bros. Melee with Deep Reinforcement Learning" explores advanced applications of deep reinforcement learning (RL) methodologies within the domain of complex, multi-player video games, focusing on Super Smash Bros. Melee (SSBM). SSBM presents a rich RL environment characterized by its dynamic gameplay mechanics, high-dimensional state space, partial observability, and multi-agent interactions, which pose significant challenges for computational approaches.

Overview of RL Approaches Implemented

The authors utilize deep RL strategies—specifically, Q-learning and policy gradient methods. Q-learning efforts center on constructing and iterating policies based on these learned action-value functions, while policy gradient methods emphasize direct updates to the policy, handled through frameworks like REINFORCE and Actor-Critic methodologies. Both approaches are explored under varying conditions, including self-play and competition against pre-existing in-game AI.

The research pertains to optimizing character-specific play styles, evidenced by different learning outcomes across popular SSBM characters such as Captain Falcon, Fox, and Falco. Actor-Critic methods, in particular, demonstrated robust adaptation through self-corrective measures and entropy-based exploration strategies, which allowed approximate human-like play against professional-level opponents.

Results and Technical Implications

The standout results feature the trained RL agents outperforming high-ranked professional players, emphasizing the method's efficacy beyond traditional gaming AI. The numerical outcomes against ranked players validate the approach's competitiveness, although noted peculiarities, such as an agent's susceptibility to certain strategies like edge-crouching, reveal opportunities for further refinement and diversifying play tactics.

The research opens inquiries into multi-agent dynamics, shedding light on fundamental challenges when agents engage with evolving opponents. Further discussion around the impacts of temporal action delay points to potential enhancements via recurrent network models, aligning more closely with human decision-making paradigms.

Future Directions in AI and Game Environments

From a theoretical standpoint, the paper navigates the fronts of multi-agent interactions within artificial environments, providing baseline performances and emphasizing the value of self-play for substantive performance improvements of RL-based agents. Future explorations could explore improving generalization across multiple game scenarios and environments, potentially scaling such RL frameworks to incorporate broader sets of human-like play styles and reaction adaptations.

The practical implications suggest the possibility for these RL techniques to assist in developing competitive gaming AI that can supplement human training or facilitate benchmarking in learning environments. The dual focus on learning algorithms and gaming interfaces could be expanded to explore adjunct application areas, such as automated testing or interactive entertainment systems.

In conclusion, the work provides compelling evidence for RL's capability in navigating complex decision-making environments with nuanced dynamics, furthering the conversation on AI's role in areas demanding high levels of interaction and skill execution, such as professional gaming.

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Authors (3)
  1. Vlad Firoiu (10 papers)
  2. William F. Whitney (15 papers)
  3. Joshua B. Tenenbaum (257 papers)
Citations (36)
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