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Human-Like Goalkeeping in a Realistic Football Simulation: a Sample-Efficient Reinforcement Learning Approach

Sestini, Alessandro, Bergdahl, Joakim, Barrette-LaPierre, Jean-Philippe, Fuchs, Florian, Chen, Brady, Jones, Michael, Gisslén, Linus

arXiv.org Artificial Intelligence

While several high profile video games have served as testbeds for Deep Reinforcement Learning (DRL), this technique has rarely been employed by the game industry for crafting authentic AI behaviors. Previous research focuses on training super-human agents with large models, which is impractical for game studios with limited resources aiming for human-like agents. This paper proposes a sample-efficient DRL method tailored for training and fine-tuning agents in industrial settings such as the video game industry. Our method improves sample efficiency of value-based DRL by leveraging pre-collected data and increasing network plasticity. We evaluate our method training a goalkeeper agent in EA SPORTS FC 25, one of the best-selling football simulations today. Our agent outperforms the game's built-in AI by 10% in ball saving rate. Ablation studies show that our method trains agents 50% faster compared to standard DRL methods. Finally, qualitative evaluation from domain experts indicates that our approach creates more human-like gameplay compared to hand-crafted agents. As a testament to the impact of the approach, the method has been adopted for use in the most recent release of the series.


MSI's new OLED monitor has an NPU for built-in AI, please end my suffering

PCWorld

MSI has a new OLED gaming monitor. It also has a built-in neural processing unit (or NPU). If you're familiar with that term, you know what comes next: this OLED monitor has "AI" built into it. After reading the official promo for the MSI MPG 271QR QD-OLED X50 and an extended session of bouncing various four-letter words off the walls of my office, I have to admit that this isn't the worst way to jump on the "AI" bandwagon. The NPU is tied into a CMOS sensor (a very basic camera) and a presence detection system, which detects whether a real human is sitting in front of it.


Boosting Studies of Multi-Agent Reinforcement Learning on Google Research Football Environment: the Past, Present, and Future

Song, Yan, Jiang, He, Zhang, Haifeng, Tian, Zheng, Zhang, Weinan, Wang, Jun

arXiv.org Artificial Intelligence

Even though Google Research Football (GRF) was initially benchmarked and studied as a single-agent environment in its original paper, recent years have witnessed an increasing focus on its multi-agent nature by researchers utilizing it as a testbed for Multi-Agent Reinforcement Learning (MARL). However, the absence of standardized environment settings and unified evaluation metrics for multi-agent scenarios hampers the consistent understanding of various studies. Furthermore, the challenging 5-vs-5 and 11-vs-11 full-game scenarios have received limited thorough examination due to their substantial training complexities. To address these gaps, this paper extends the original environment by not only standardizing the environment settings and benchmarking cooperative learning algorithms across different scenarios, including the most challenging full-game scenarios, but also by discussing approaches to enhance football AI from diverse perspectives and introducing related research tools. Specifically, we provide a distributed and asynchronous population-based self-play framework with diverse pre-trained policies for faster training, two football-specific analytical tools for deeper investigation, and an online leaderboard for broader evaluation. The overall expectation of this work is to advance the study of Multi-Agent Reinforcement Learning on Google Research Football environment, with the ultimate goal of benefiting real-world sports beyond virtual games.


An Empirical Study on Google Research Football Multi-agent Scenarios

Song, Yan, Jiang, He, Tian, Zheng, Zhang, Haifeng, Zhang, Yingping, Zhu, Jiangcheng, Dai, Zonghong, Zhang, Weinan, Wang, Jun

arXiv.org Artificial Intelligence

Few multi-agent reinforcement learning (MARL) research on Google Research Football (GRF) focus on the 11v11 multi-agent full-game scenario and to the best of our knowledge, no open benchmark on this scenario has been released to the public. In this work, we fill the gap by providing a population-based MARL training pipeline and hyperparameter settings on multi-agent football scenario that outperforms the bot with difficulty 1.0 from scratch within 2 million steps. Our experiments serve as a reference for the expected performance of Independent Proximal Policy Optimization (IPPO), a state-of-the-art multi-agent reinforcement learning algorithm where each agent tries to maximize its own policy independently across various training configurations. Meanwhile, we open-source our training framework Light-MALib which extends the MALib codebase by distributed and asynchronized implementation with additional analytical tools for football games. Finally, we provide guidance for building strong football AI with population-based training and release diverse pretrained policies for benchmarking. The goal is to provide the community with a head start for whoever experiment their works on GRF and a simple-to-use population-based training framework for further improving their agents through self-play. The implementation is available at https://github.com/Shanghai-Digital-Brain-Laboratory/DB-Football.


On Efficient Reinforcement Learning for Full-length Game of StarCraft II

Liu, Ruo-Ze (Nanjing University) | Pang, Zhen-Jia | Meng, Zhou-Yu | Wang, Wenhai | Yu, Yang | Lu, Tong

Journal of Artificial Intelligence Research

StarCraft II (SC2) poses a grand challenge for reinforcement learning (RL), of which the main difficulties include huge state space, varying action space, and a long time horizon. In this work, we investigate a set of RL techniques for the full-length game of StarCraft II. We investigate a hierarchical RL approach, where the hierarchy involves two. One is the extracted macro-actions from experts’ demonstration trajectories to reduce the action space in an order of magnitude. The other is a hierarchical architecture of neural networks, which is modular and facilitates scale. We investigate a curriculum transfer training procedure that trains the agent from the simplest level to the hardest level. We train the agent on a single machine with 4 GPUs and 48 CPU threads. On a 64x64 map and using restrictive units, we achieve a win rate of 99% against the difficulty level-1 built-in AI. Through the curriculum transfer learning algorithm and a mixture of combat models, we achieve a 93% win rate against the most difficult non-cheating level built-in AI (level-7). In this extended version of the paper, we improve our architecture to train the agent against the most difficult cheating level AIs (level-8, level-9, and level-10). We also test our method on different maps to evaluate the extensibility of our approach. By a final 3-layer hierarchical architecture and applying significant tricks to train SC2 agents, we increase the win rate against the level-8, level-9, and level-10 to 96%, 97%, and 94%, respectively. Our codes and models are all open-sourced now at https://github.com/liuruoze/HierNet-SC2. To provide a baseline referring the AlphaStar for our work as well as the research and open-source community, we reproduce a scaled-down version of it, mini-AlphaStar (mAS). The latest version of mAS is 1.07, which can be trained using supervised learning and reinforcement learning on the raw action space which has 564 actions. It is designed to run training on a single common machine, by making the hyper-parameters adjustable and some settings simplified. We then can compare our work with mAS using the same computing resources and training time. By experiment results, we show that our method is more effective when using limited resources. The inference and training codes of mini-AlphaStar are all open-sourced at https://github.com/liuruoze/mini-AlphaStar. We hope our study could shed some light on the future research of efficient reinforcement learning on SC2 and other large-scale games.


On Efficient Reinforcement Learning for Full-length Game of StarCraft II

Liu, Ruo-Ze, Pang, Zhen-Jia, Meng, Zhou-Yu, Wang, Wenhai, Yu, Yang, Lu, Tong

arXiv.org Artificial Intelligence

StarCraft II (SC2) poses a grand challenge for reinforcement learning (RL), of which the main difficulties include huge state space, varying action space, and a long time horizon. In this work, we investigate a set of RL techniques for the full-length game of StarCraft II. We investigate a hierarchical RL approach involving extracted macro-actions and a hierarchical architecture of neural networks. We investigate a curriculum transfer training procedure and train the agent on a single machine with 4 GPUs and 48 CPU threads. On a 64x64 map and using restrictive units, we achieve a win rate of 99% against the level-1 built-in AI. Through the curriculum transfer learning algorithm and a mixture of combat models, we achieve a 93% win rate against the most difficult non-cheating level built-in AI (level-7). In this extended version of the paper, we improve our architecture to train the agent against the cheating level AIs and achieve the win rate against the level-8, level-9, and level-10 AIs as 96%, 97%, and 94%, respectively. Our codes are at https://github.com/liuruoze/HierNet-SC2. To provide a baseline referring the AlphaStar for our work as well as the research and open-source community, we reproduce a scaled-down version of it, mini-AlphaStar (mAS). The latest version of mAS is 1.07, which can be trained on the raw action space which has 564 actions. It is designed to run training on a single common machine, by making the hyper-parameters adjustable. We then compare our work with mAS using the same resources and show that our method is more effective. The codes of mini-AlphaStar are at https://github.com/liuruoze/mini-AlphaStar. We hope our study could shed some light on the future research of efficient reinforcement learning on SC2 and other large-scale games.


Contextual AI holds the key to its business value

#artificialintelligence

Through pattern detection, machine learning is already transforming business processes by making sense of and automatically capturing and filing incoming content. Yet it is only when intelligent process automation is applied with broader enterprise context that global businesses will experience the full value of artificial intelligence, argues Dr John Bates, CEO of SER Group.


Agent-Centric Representations for Multi-Agent Reinforcement Learning

Shang, Wenling, Espeholt, Lasse, Raichuk, Anton, Salimans, Tim

arXiv.org Artificial Intelligence

Object-centric representations have recently enabled significant progress in tackling relational reasoning tasks. By building a strong object-centric inductive bias into neural architectures, recent efforts have improved generalization and data efficiency of machine learning algorithms for these problems. One problem class involving relational reasoning that still remains under-explored is multi-agent reinforcement learning (MARL). Here we investigate whether object-centric representations are also beneficial in the fully cooperative MARL setting. Specifically, we study two ways of incorporating an agent-centric inductive bias into our RL algorithm: 1. Introducing an agent-centric attention module with explicit connections across agents 2. Adding an agent-centric unsupervised predictive objective (i.e. not using action labels), to be used as an auxiliary loss for MARL, or as the basis of a pre-training step. We evaluate these approaches on the Google Research Football environment as well as DeepMind Lab 2D. Empirically, agent-centric representation learning leads to the emergence of more complex cooperation strategies between agents as well as enhanced sample efficiency and generalization.


On Reinforcement Learning for Full-length Game of StarCraft

Pang, Zhen-Jia, Liu, Ruo-Ze, Meng, Zhou-Yu, Zhang, Yi, Yu, Yang, Lu, Tong

arXiv.org Artificial Intelligence

StarCraft II poses a grand challenge for reinforcement learning. The main difficulties of it include huge state and action space and a long-time horizon. In this paper, we investigate a hierarchical reinforcement learning approach for StarCraft II. The hierarchy involves two levels of abstraction. One is the macro-action automatically extracted from expert's trajectories, which reduces the action space in an order of magnitude yet remains effective. The other is a two-layer hierarchical architecture which is modular and easy to scale, enabling a curriculum transferring from simpler tasks to more complex tasks. The reinforcement training algorithm for this architecture is also investigated. On a 64x64 map and using restrictive units, we achieve a winning rate of more than 99\% against the difficulty level-1 built-in AI. Through the curriculum transfer learning algorithm and a mixture of combat model, we can achieve over 93\% winning rate of Protoss against the most difficult non-cheating built-in AI (level-7) of Terran, training within two days using a single machine with only 48 CPU cores and 8 K40 GPUs. It also shows strong generalization performance, when tested against never seen opponents including cheating levels built-in AI and all levels of Zerg and Protoss built-in AI. We hope this study could shed some light on the future research of large-scale reinforcement learning.


The company that made smartphones smart now wants to give them built-in AI

#artificialintelligence

The British chip design firm ARM came up with the processors used in virtually all the world's smartphones. Now it plans to add the hardware that will let them run artificial-intelligence algorithms, too. ARM announced today that it has created its first dedicated machine-learning chips, which are meant for use in mobile and smart-home devices. The company says it's sharing the plans with its hardware partners, including smartphone chipmaker Qualcomm, and expects to see devices packing the hardware by early 2019. Currently, most small or portable devices that use machine learning lack the horsepower to run AI algorithms, so they enlist the help of big servers in the cloud.