Time-based reward shaping in real-time strategy games

N/ACitations
Citations of this article
10Readers
Mendeley users who have this article in their library.
Get full text

Abstract

Real-Time Strategy (RTS) is a challenging domain for AI, since it involves not only a large state space, but also dynamic actions that agents execute concurrently. This problem cannot be optimally solved through general Q-learning techniques, so we propose a solution using a Semi Markov Decision Process (SMDP). We present a time-based reward shaping technique, TRS, to speed up the learning process in reinforcement learning. Especially, we show that our technique preserves the solution optimality for some SMDP problems. We evaluate the performance of our method in the Spring game Balanced Annihilation, and provide some benchmarks showing the performance of our approach. © 2010 Springer-Verlag Berlin Heidelberg.

Cite

CITATION STYLE

APA

Midtgaard, M., Vinther, L., Christiansen, J. R., Christensen, A. M., & Zeng, Y. (2010). Time-based reward shaping in real-time strategy games. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5980 LNAI, pp. 115–125). https://doi.org/10.1007/978-3-642-15420-1_10

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free