Nintendo's Super Smash Bros. Melee fighting game can be emulated on modern hardware allowing us to inspect internal memory states, such as character positions. We created an AI that avoids being hit by training using these internal memory states and outputting controller button presses. After training on a month's worth of Melee matches, our best agent learned to avoid the toughest AI built into the game for a full minute 74.6 of the time.
The work most relevant to this project is that of @cite_5 , which applies Reinforcement Learning to create an agent for Melee. Utilizing an actor-critic model with a deep architecture and self-play, they were able to achieve excellent results with the Captain Falcon character on the Battlefield stage, going on to even beat a number of professional players. Their agent is however known to have difficulties dealing with unusual opponent behavior that has not been seen in training, such as the opponent simply crouching.
@cite_5
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In 2015, Google's Deepmind announced an advancement in creating an autonomous agent based on deep reinforcement learning (DRL) that could beat a professional player in a series of 49 Atari games. However, the current manifestation of DRL is still immature, and has significant drawbacks. One of DRL's imperfections is its lack of "exploration" during the training process, especially when working with high-dimensional problems. In this paper, we propose a mixed strategy approach that mimics behaviors of human when interacting with environment, and create a "thinking" agent that allows for more efficient exploration in the DRL training process. The simulation results based on the Breakout game show that our scheme achieves a higher probability of obtaining a maximum score than does the baseline DRL algorithm, i.e., the asynchronous advantage actor-critic method. The proposed scheme therefore can be applied effectively to solving a complicated task in a real-world application. Reinforcement learning algorithms can train agents that solve problems in complex, interesting environments. Normally, the complexity of the trained agent is closely related to the complexity of the environment. This suggests that a highly capable agent requires a complex environment for training. In this paper, we point out that a competitive multi-agent environment trained with self-play can produce behaviors that are far more complex than the environment itself. We also point out that such environments come with a natural curriculum, because for any skill level, an environment full of agents of this level will have the right level of difficulty. This work introduces several competitive multi-agent environments where agents compete in a 3D world with simulated physics. The trained agents learn a wide variety of complex and interesting skills, even though the environment themselves are relatively simple. The skills include behaviors such as running, blocking, ducking, tackling, fooling opponents, kicking, and defending using both arms and legs. A highlight of the learned behaviors can be found here: this https URL Opponent modeling is necessary in multi-agent settings where secondary agents with competing goals also adapt their strategies, yet it remains challenging because strategies interact with each other and change. Most previous work focuses on developing probabilistic models or parameterized strategies for specific applications. Inspired by the recent success of deep reinforcement learning, we present neural-based models that jointly learn a policy and the behavior of opponents. Instead of explicitly predicting the opponent's action, we encode observation of the opponents into a deep Q-Network (DQN); however, we retain explicit modeling (if desired) using multitasking. By using a Mixture-of-Experts architecture, our model automatically discovers different strategy patterns of opponents without extra supervision. We evaluate our models on a simulated soccer game and a popular trivia game, showing superior performance over DQN and its variants. In this paper we introduce experiments on neuro-evolution mechanisms applied to predator prey multi-character computer games. Our test-bed is a modified version of the well-known Pac-Man game. By viewing the game from the predators’ (i.e. opponents’) perspective, we attempt off-line to evolve neural-controlled opponents capable of playing effectively against computer-guided fixed strategy players. However, emergent near-optimal behaviors make the game less interesting to play. We therefore discuss the criteria that make a game interesting and, furthermore, we introduce a generic measure of predator prey computer games’ interest. Given this measure, we present an evolutionary mechanism for opponents that keep learning from a player while playing against it (i.e. on-line) and we demonstrate its efficiency and robustness in increasing and maintaining the game’s interest. Computer game opponents following this on-line learning approach show high adaptability to changing player strategies which provides evidence for the approach’s effectiveness against human players. In this paper, we propose a novel framework for training vision-based agent for First-Person Shooter (FPS) Game, in particular Doom. Our framework combines the state-of-the-art reinforcement learning approach (Asynchronous Advantage Actor-Critic (A3C) model) with curriculum learning. Our model is simple in design and only uses game states from the AI side, rather than using opponents' information. On a known map, our agent won 10 out of the 11 attended games and the champion of Track1 in ViZDoom AI Competition 2016 by a large margin, 35 higher score than the second place. We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies. A computational prototype of negotiation behavior is presented where the following occurs: (1) agents employ different concession matching tactics; (2) agents are unaware of opponent preferences; (3) agents incur a cost for delaying settlements; (4) agents vary in terms of goal difficulty and initial offer magnitude; and (5) demands and counter-offers are made and evaluated based on the opponent's degree of concession matching. This research explores the impact of the interaction of different agent behaviors on the negotiation process and the outcome of the negotiation. Simulation experiments show that the prototype is able to manifest fundamental patterns and confirms the effectiveness of classical negotiation and mediation strategies, such as ambitious goals and aggressive concession matching tactics. The model reveals some counterintuitive patterns that may shed a new perspective on the effects of time constraints and information availability. We introduce the first deep reinforcement learning agent that learns to beat Atari games with the aid of natural language instructions. The agent uses a multimodal embedding between environment observations and natural language to self-monitor progress through a list of English instructions, granting itself reward for completing instructions in addition to increasing the game score. Our agent significantly outperforms Deep Q-Networks (DQNs), Asynchronous Advantage Actor-Critic (A3C) agents, and the best agents posted to OpenAI Gym on what is often considered the hardest Atari 2600 environment: Montezuma's Revenge. 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. We present DPIQN, a deep policy inference Q-network that targets multi-agent systems composed of controllable agents, collaborators, and opponents that interact with each other. We focus on one challenging issue in such systems---modeling agents with varying strategies---and propose to employ "policy features'' learned from raw observations (e.g., raw images) of collaborators and opponents by inferring their policies. DPIQN incorporates the learned policy features as a hidden vector into its own deep Q-network (DQN), such that it is able to predict better Q values for the controllable agents than the state-of-the-art deep reinforcement learning models. We further propose an enhanced version of DPIQN, called deep recurrent policy inference Q-network (DRPIQN), for handling partial observability. Both DPIQN and DRPIQN are trained by an adaptive training procedure, which adjusts the network's attention to learn the policy features and its own Q-values at different phases of the training process. We present a comprehensive analysis of DPIQN and DRPIQN, and highlight their effectiveness and generalizability in various multi-agent settings. Our models are evaluated in a classic soccer game involving both competitive and collaborative scenarios. Experimental results performed on 1 vs. 1 and 2 vs. 2 games show that DPIQN and DRPIQN demonstrate superior performance to the baseline DQN and deep recurrent Q-network (DRQN) models. We also explore scenarios in which collaborators or opponents dynamically change their policies, and show that DPIQN and DRPIQN do lead to better overall performance in terms of stability and mean scores. We present a reinforcement learning game player that can interact with a General Game Playing system and transfer knowledge learned in one game to expedite learning in many other games. We use the technique of value-function transfer where general features are extracted from the state space of a previous game and matched with the completely different state space of a new game. To capture the underlying similarity of vastly disparate state spaces arising from different games, we use a game-tree lookahead structure for features. We show that such feature-based value function transfer learns superior policies faster than a reinforcement learning agent that does not use knowledge transfer. Furthermore, knowledge transfer using lookahead features can capture opponent-specific value-functions, i.e. can exploit an opponent's weaknesses to learn faster than a reinforcement learner that uses lookahead with minimax (pessimistic) search against the same opponent. Policy gradient reinforcement learning has been applied to two-player alternate-turn zero-sum games, e.g., in AlphaGo, self-play REINFORCE was used to improve the neural net model after supervised learning. In this paper, we emphasize that two-player zero-sum games with alternating turns, which have been previously formulated as Alternating Markov Games (AMGs), are different from standard MDP because of their two-agent nature. We exploit the difference in associated Bellman equations, which leads to different policy iteration algorithms. As policy gradient method is a kind of generalized policy iteration, we show how these differences in policy iteration are reflected in policy gradient for AMGs. We formulate an adversarial policy gradient and discuss potential possibilities for developing better policy gradient methods other than self-play REINFORCE. The core idea is to estimate the minimum rather than the mean for the “critic”. Experimental results on the game of Hex show the modified Monte Carlo policy gradient methods are able to learn better pure neural net policies than the REINFORCE variants. To apply learned neural weights to multiple board sizes Hex, we describe a board-size independent neural net architecture. We show that when combined with search, using a single neural net model, the resulting program consistently beats MoHex 2.0, the state-of-the-art computer Hex player, on board sizes from 9×9 to 13×13. While a lot of papers on RoboCup's robotic 2D soccer simulation have focused on the players' offensive behavior, there are only a few papers that specifically address a team's defense strategy. In this paper, we consider a defense scenario of crucial importance: We focus on situations where one of our players must interfere and disturb an opponent ball leading player in order to scotch the opponent team's attack at an early stage and, even better, to eventually conquer the ball initiating a counter attack. We employ a reinforcement learning methodology that enables our players to autonomously acquire such an aggressive duel behavior, and we have embedded it into our soccer simulation team's defensive strategy. Employing the learned NeuroHassle policy in our competition team, we were able to clearly improve the capabilities of our defense and, thus, to increase the performance of our team as a whole. This work considers the problem of learning cooperative policies in complex, partially observable domains without explicit communication. We extend three classes of single-agent deep reinforcement learning algorithms based on policy gradient, temporal-difference error, and actor-critic methods to cooperative multi-agent systems. To effectively scale these algorithms beyond a trivial number of agents, we combine them with a multi-agent variant of curriculum learning. The algorithms are benchmarked on a suite of cooperative control tasks, including tasks with discrete and continuous actions, as well as tasks with dozens of cooperating agents. We report the performance of the algorithms using different neural architectures, training procedures, and reward structures. We show that policy gradient methods tend to outperform both temporal-difference and actor-critic methods and that curriculum learning is vital to scaling reinforcement learning algorithms in complex multi-agent domains. Abstract Learning to act in a multiagent environment is a difficult problem since the normal definition of an optimal policy no longer applies. The optimal policy at any moment depends on the policies of the other agents. This creates a situation of learning a moving target. Previous learning algorithms have one of two shortcomings depending on their approach. They either converge to a policy that may not be optimal against the specific opponents' policies, or they may not converge at all. In this article we examine this learning problem in the framework of stochastic games. We look at a number of previous learning algorithms showing how they fail at one of the above criteria. We then contribute a new reinforcement learning technique using a variable learning rate to overcome these shortcomings. Specifically, we introduce the WoLF principle, “Win or Learn Fast”, for varying the learning rate. We examine this technique theoretically, proving convergence in self-play on a restricted class of iterated matrix games. We also present empirical results on a variety of more general stochastic games, in situations of self-play and otherwise, demonstrating the wide applicability of this method. The combination of modern Reinforcement Learning and Deep Learning approaches holds the promise of making significant progress on challenging applications requiring both rich perception and policy-selection. The Arcade Learning Environment (ALE) provides a set of Atari games that represent a useful benchmark set of such applications. A recent breakthrough in combining model-free reinforcement learning with deep learning, called DQN, achieves the best real-time agents thus far. Planning-based approaches achieve far higher scores than the best model-free approaches, but they exploit information that is not available to human players, and they are orders of magnitude slower than needed for real-time play. Our main goal in this work is to build a better real-time Atari game playing agent than DQN. The central idea is to use the slow planning-based agents to provide training data for a deep-learning architecture capable of real-time play. We proposed new agents based on this idea and show that they outperform DQN. In this article, an agent-based negotiation model for negotiation teams that negotiate a deal with an opponent is presented. Agent-based negotiation teams are groups of agents that join together as a single negotiation party because they share an interest that is related to the negotiation process. The model relies on a trusted mediator that coordinates and helps team members in the decisions that they have to take during the negotiation process: which offer is sent to the opponent, and whether the offers received from the opponent are accepted. The main strength of the proposed negotiation model is the fact that it guarantees unanimity within team decisions since decisions report a utility to team members that is greater than or equal to their aspiration levels at each negotiation round. This work analyzes how unanimous decisions are taken within the team and the robustness of the model against different types of manipulations. An empirical evaluation is also performed to study the impact of the different parameters of the model. We propose a multiagent distributed actor-critic algorithm for multitask reinforcement learning (MRL), named Diff-DAC. The agents are connected, forming a (possibly sparse) network. Each agent is assigned a task and has access to data from this local task only. During the learning process, the agents are able to communicate some parameters to their neighbors. Since the agents incorporate their neighbors' parameters into their own learning rules, the information is diffused across the network, and they can learn a common policy that generalizes well across all tasks. Diff-DAC is scalable since the computational complexity and communication overhead per agent grow with the number of neighbors, rather than with the total number of agents. Moreover, the algorithm is fully distributed in the sense that agents self-organize, with no need for coordinator node. Diff-DAC follows an actor-critic scheme where the value function and the policy are approximated with deep neural networks, being able to learn expressive policies from raw data. As a by-product of Diff-DAC's derivation from duality theory, we provide novel insights into the standard actor-critic framework, showing that it is actually an instance of the dual ascent method to approximate the solution of a linear program. Experiments illustrate the performance of the algorithm in the cart-pole, inverted pendulum, and swing-up cart-pole environments. This paper introduces a model of ‘theory of mind’, namely, how we represent the intentions and goals of others to optimise our mutual interactions. We draw on ideas from optimum control and game theory to provide a ‘game theory of mind’. First, we consider the representations of goals in terms of value functions that are prescribed by utility or rewards. Critically, the joint value functions and ensuing behaviour are optimised recursively, under the assumption that I represent your value function, your representation of mine, your representation of my representation of yours, and so on ad infinitum. However, if we assume that the degree of recursion is bounded, then players need to estimate the opponent's degree of recursion (i.e., sophistication) to respond optimally. This induces a problem of inferring the opponent's sophistication, given behavioural exchanges. We show it is possible to deduce whether players make inferences about each other and quantify their sophistication on the basis of choices in sequential games. This rests on comparing generative models of choices with, and without, inference. Model comparison is demonstrated using simulated and real data from a ‘stag-hunt’. Finally, we note that exactly the same sophisticated behaviour can be achieved by optimising the utility function itself (through prosocial utility), producing unsophisticated but apparently altruistic agents. This may be relevant ethologically in hierarchal game theory and coevolution. Abstract Automated negotiation has become increasingly important since the advent of electronic commerce. Nowadays, goods are no longer necessarily traded at a fixed price, and instead buyers and sellers negotiate among themselves to reach a deal that maximizes the payoffs of both parties. In this paper, a genetic agent-based model for bilateral, multi-issue negotiation is studied. The negotiation agent employs genetic algorithms and attempts to learn its opponent's preferences according to the history of the counter-offers based upon stochastic approximation. We also consider two types of agents: level-0 agents are only concerned with their own interest while level-1 agents consider also their opponents' utility. Our goal is to develop an automated negotiator that guides the negotiation process so as to maximize both parties' payoff.