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Localized Observation Abstraction Using Piecewise Linear Spatial Decay for Reinforcement Learning in Combat Simulations

arXiv.org Artificial Intelligence

In the domain of combat simulations, the training and deployment of deep reinforcement learning (RL) agents still face substantial challenges due to the dynamic and intricate nature of such environments. Unfortunately, as the complexity of the scenarios and available information increases, the training time required to achieve a certain threshold of performance does not just increase, but often does so exponentially. This relationship underscores the profound impact of complexity in training RL agents. This paper introduces a novel approach that addresses this limitation in training artificial intelligence (AI) agents using RL. Traditional RL methods have been shown to struggle in these high-dimensional, dynamic environments due to real-world computational constraints and the known sample inefficiency challenges of RL. To overcome these limitations, we propose a method of localized observation abstraction using piecewise linear spatial decay. This technique simplifies the state space, reducing computational demands while still preserving essential information, thereby enhancing AI training efficiency in dynamic environments where spatial relationships are often critical. Our analysis reveals that this localized observation approach consistently outperforms the more traditional global observation approach across increasing scenario complexity levels. This paper advances the research on observation abstractions for RL, illustrating how localized observation with piecewise linear spatial decay can provide an effective solution to large state representation challenges in dynamic environments.


Using Fractal Neural Networks to Play SimCity 1 and Conway's Game of Life at Variable Scales

arXiv.org Machine Learning

We introduce gym-city, a Reinforcement Learning environment that uses SimCity 1's game engine to simulate an urban environment, wherein agents might seek to optimize one or a combination of any number of city-wide metrics, on gameboards of various sizes. We focus on population, and analyze our agents' ability to generalize to larger map-sizes than those seen during training. The environment is interactive, allowing a human player to build alongside agents during training and inference, potentially influencing the course of their learning, or manually probing and evaluating their performance. To test our agents' ability to capture distance-agnostic relationships between elements of the gameboard, we design a minigame within the environment which is, by design, unsolvable at large enough scales given strictly local strategies. Given the game engine's extensive use of Cellular Automata, we also train our agents to "play" Conway's Game of Life -- again optimizing for population -- and examine their behaviour at multiple scales. To make our models compatible with variable-scale gameplay, we use Neural Networks with recursive weights and structure -- fractals to be truncated at different depths, dependent upon the size of the gameboard.


r/MachineLearning - [R] Using Fractal Neural Networks to Play SimCity 1 and Conway's Game of Life at Variable Scales

#artificialintelligence

We introduce gym-city, a Reinforcement Learning environment that uses SimCity 1's game engine to simulate an urban environment, wherein agents might seek to optimize one or a combination of any number of city-wide metrics, on gameboards of various sizes. We focus on population, and analyze our agents' ability to generalize to larger map-sizes than those seen during training. The environment is interactive, allowing a human player to build alongside agents during training and inference, potentially influencing the course of their learning, or manually probing and evaluating their performance. To test our agents' ability to capture distance-agnostic relationships between elements of the gameboard, we design a minigame within the environment which is, by design, unsolvable at large enough scales given strictly local strategies. Given the game engine's extensive use of Cellular Automata, we also train our agents to "play" Conway's Game of Life – again optimizing for population – and examine their behaviour at multiple scales.