2021
DOI: 10.1609/aiide.v8i3.12547
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CLASSQ-L: A Q-Learning Algorithm for Adversarial Real-Time Strategy Games

Abstract: We present CLASSQ-L (for: class Q-learning) an application of the Q-learning reinforcement learning algorithm to play complete Wargus games. Wargus is a real-time strategy game where players control armies consisting of units of different classes (e.g., archers, knights). CLASSQ-L uses a single table for each class  of unit so that each unit is controlled and updates its class’ Q-table. This enables rapid learning as in Wargus there are many units of the same class. We present initial results of CLASSQ-L again… Show more

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Cited by 9 publications
(8 citation statements)
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“…Many other approaches have been explored to deal with RTS games, such as case-based reasoning (Ontañón et al 2010;Aha, Molineaux, and Ponsen 2005) or reinforce-ment learning (Jaidee and Muñoz-Avila 2012). A common approach is to decompose the problem into smaller subproblems (scouting, micro-management, resource gathering, etc.)…”
Section: Related Workmentioning
confidence: 99%
“…Many other approaches have been explored to deal with RTS games, such as case-based reasoning (Ontañón et al 2010;Aha, Molineaux, and Ponsen 2005) or reinforce-ment learning (Jaidee and Muñoz-Avila 2012). A common approach is to decompose the problem into smaller subproblems (scouting, micro-management, resource gathering, etc.)…”
Section: Related Workmentioning
confidence: 99%
“…To palliate this problem several approaches have been explored such as portfolio approaches (Chung, Buro, and Schaeffer 2005), abstracting the action space (Balla and Fern 2009), hierarchical search (Stanescu, Barriga, and Buro 2014), adversarial HTN planning (Ontañón and Buro 2015) or exploration strategies for combinatorial action spaces (Ontañón 2013). All of the previous approaches, however, share the fact that they assume that the system has access to either a forward model of the domain (in order to apply planning or game tree search), or that the system is allowed to use the actual game to run simulations (e.g., (Jaidee and Muñoz-Avila 2012)). The work presented in this paper differs in that we do not assume that the system has access to a completely defined forward model or simulator, but just to a rough definition of the effect of the actions in the game.…”
Section: Real-time Strategy Gamesmentioning
confidence: 99%
“…Ontañón (2013) presented a MCTS algorithm called NaïveMCTS specifically designed for RTS games, and showed it could handle full-game, but in the context of a simple RTS game. Some work has been done also using Genetic Algorithms and High Climbing methods (Liu, Louis, and Nicolescu 2013) or Reinforcement Learning (Jaidee and Muñoz-Avila 2012).…”
Section: Introductionmentioning
confidence: 99%