Dota 2 with Large Scale Deep Reinforcement Learning

OpenAI, null, :, null, Berner, Christopher, Brockman, Greg, Chan, Brooke, Cheung, Vicki, Dębiak, Przemysław, Dennison, Christy, Farhi, David, Fischer, Quirin, Hashme, Shariq, Hesse, Chris, Józefowicz, Rafal, Gray, Scott, Olsson, Catherine, Pachocki, Jakub, Petrov, Michael, Pinto, Henrique Pondé de Oliveira, Raiman, Jonathan, Salimans, Tim, Schlatter, Jeremy, Schneider, Jonas, Sidor, Szymon, Sutskever, Ilya, Tang, Jie, Wolski, Filip, Zhang, Susan

arXiv.org Machine Learning 

The long-term goal of artificial intelligence is to solve advanced real-world challenges. Games have served as stepping stones along this path for decades, from Backgammon (1992) to Chess (1997) to Atari (2013)[1-3]. In 2016, AlphaGo defeated the world champion at Go using deep reinforcement learning and Monte Carlo tree search[4]. In recent years, reinforcement learning (RL) models have tackled tasks as varied as robotic manipulation[5], text summarization [6], and video games such as Starcraft[7] and Minecraft[8]. Relative to previous AI milestones like Chess or Go, complex video games start to capture the complexity and continuous nature of the real world. Dota 2 is a multiplayer real-time strategy game produced by Valve Corporation in 2013, which averaged between 500,000 and 1,000,000 concurrent players between 2013 and 2019. The game is actively played by full time professionals; the prize pool for the 2019 international championship exceeded $35 million (the largest of any esports game in the world)[9, 10]. The game presents challenges for reinforcement learning due to long time horizons, partial observability, and high dimensionality of observation and action spaces.

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