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 starcraft ii



A Robust and Opponent-Aware League Training Method for StarCraft II

Neural Information Processing Systems

It is extremely difficult to train a superhuman Artificial Intelligence (AI) for games of similar size to StarCraft II. AlphaStar is the first AI that beat human professionals in the full game of StarCraft II, using a league training framework that is inspired by a game-theoretic approach. In this paper, we improve AlphaStar's league training in two significant aspects. We train goal-conditioned exploiters, whose abilities of spotting weaknesses in the main agent and the entire league are greatly improved compared to the unconditioned exploiters in AlphaStar. In addition, we endow the agents in the league with the new ability of opponent modeling, which makes the agent more responsive to the opponent's real-time strategy. Based on these improvements, we train a better and superhuman AI with orders of magnitude less resources than AlphaStar (see Table 1 for a full comparison). Considering the iconic role of StarCraft II in game AI research, we believe our method and results on StarCraft II provide valuable design principles on how one would utilize the general league training framework for obtaining a least-exploitable strategy in various, large-scale, real-world games.





Large Language Models Play StarCraft II: Benchmarks and A Chain of Summarization Approach Weiyu Ma

Neural Information Processing Systems

With the continued advancement of Large Language Models (LLMs) Agents in reasoning, planning, and decision-making, benchmarks have become crucial in evaluating these skills. However, there is a notable gap in benchmarks for real-time strategic decision-making. StarCraft II (SC2), with its complex and dynamic nature, serves as an ideal setting for such evaluations. To this end, we have developed TextStarCraft II, a specialized environment for assessing LLMs in real-time strategic scenarios within SC2. Addressing the limitations of traditional Chain of Thought (CoT) methods, we introduce the Chain of Summarization (CoS) method, enhancing LLMs' capabilities in rapid and effective decision-making. Our key experiments included: 1. LLM Evaluation: Tested 10 LLMs in TextStarCraft II, most of them defeating L V5 build-in AI, showcasing effective strategy skills.




Empowering LLMs with Parameterized Skills for Adversarial Long-Horizon Planning

Cui, Sijia, Xu, Shuai, He, Aiyao, Wang, Yanna, Xu, Bo

arXiv.org Artificial Intelligence

Recent advancements in Large Language Models(LLMs) have led to the development of LLM-based AI agents. A key challenge is the creation of agents that can effectively ground themselves in complex, adversarial long-horizon environments. Existing methods mainly focus on (1) using LLMs as policies to interact with the environment through generating low-level feasible actions, and (2) utilizing LLMs to generate high-level tasks or language guides to stimulate action generation. However, the former struggles to generate reliable actions, while the latter relies heavily on expert experience to translate high-level tasks into specific action sequences. To address these challenges, we introduce the Plan with Language, Act with Parameter (PLAP) planning framework that facilitates the grounding of LLM-based agents in long-horizon environments. The PLAP method comprises three key components: (1) a skill library containing environment-specific parameterized skills, (2) a skill planner powered by LLMs, and (3) a skill executor converting the parameterized skills into executable action sequences. We implement PLAP in MicroRTS, a long-horizon real-time strategy game that provides an unfamiliar and challenging environment for LLMs. The experimental results demonstrate the effectiveness of PLAP. In particular, GPT-4o-driven PLAP in a zero-shot setting outperforms 80% of baseline agents, and Qwen2-72B-driven PLAP, with carefully crafted few-shot examples, surpasses the top-tier scripted agent, CoacAI. Additionally, we design comprehensive evaluation metrics and test 6 closed-source and 2 open-source LLMs within the PLAP framework, ultimately releasing an LLM leaderboard ranking long-horizon skill planning ability. Our code is available at https://github.com/AI-Research-TeamX/PLAP.


A Comprehensive Review of Multi-Agent Reinforcement Learning in Video Games

Li, Zhengyang, Ji, Qijin, Ling, Xinghong, Liu, Quan

arXiv.org Artificial Intelligence

Recent advancements in multi-agent reinforcement learning (MARL) have demonstrated its application potential in modern games. Beginning with foundational work and progressing to landmark achievements such as AlphaStar in StarCraft II and OpenAI Five in Dota 2, MARL has proven capable of achieving superhuman performance across diverse game environments through techniques like self-play, supervised learning, and deep reinforcement learning. With its growing impact, a comprehensive review has become increasingly important in this field. This paper aims to provide a thorough examination of MARL's application from turn-based two-agent games to real-time multi-agent video games including popular genres such as Sports games, First-Person Shooter (FPS) games, Real-Time Strategy (RTS) games and Multiplayer Online Battle Arena (MOBA) games. We further analyze critical challenges posed by MARL in video games, including nonstationary, partial observability, sparse rewards, team coordination, and scalability, and highlight successful implementations in games like Rocket League, Minecraft, Quake III Arena, StarCraft II, Dota 2, Honor of Kings, etc. This paper offers insights into MARL in video game AI systems, proposes a novel method to estimate game complexity, and suggests future research directions to advance MARL and its applications in game development, inspiring further innovation in this rapidly evolving field.