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Overview of deep reinforcement learning in partially observable multi-agent environment of competitive online video games

Abstract

In the late 2010’s classical games of Go, Chess and Shogi have been considered ’solved’ by deep reinforcement learning AI agents. Competitive online video games may offer a new, more challenging environment for deep reinforcement learning and serve as a stepping stone in a path to real world applications. This thesis aims to give a short introduction to the concepts of reinforcement learning, deep networks and deep reinforcement learning. Then the thesis proceeds to look into few popular competitive online video games and to the general problems of AI development in these types of games. Deep reinforcement learning algorithms, techniques and architectures used in the development of highly competitive AI agents in Starcraft 2, Dota 2 and Quake 3 are overviewed. Finally, the results are looked into and discussed

Similar works

This paper was published in Helsingin yliopiston digitaalinen arkisto.

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