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AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning

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arxiv 2308.03526 v1 pith:Y4WW5VXL submitted 2023-08-07 cs.LG cs.AI

classification cs.LGcs.AI
keywords offlinelearningstarcraftalphastarreinforcementagentsbecausebehavior
verification ladder T0 review T1 audit T2 compute T3 formal
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StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time low-level execution. It also has an active professional competitive scene. StarCraft II is uniquely suited for advancing offline RL algorithms, both because of its challenging nature and because Blizzard has released a massive dataset of millions of StarCraft II games played by human players. This paper leverages that and establishes a benchmark, called AlphaStar Unplugged, introducing unprecedented challenges for offline reinforcement learning. We define a dataset (a subset of Blizzard's release), tools standardizing an API for machine learning methods, and an evaluation protocol. We also present baseline agents, including behavior cloning, offline variants of actor-critic and MuZero. We improve the state of the art of agents using only offline data, and we achieve 90% win rate against previously published AlphaStar behavior cloning agent.

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. OpenAlex reports about 5 citations worldwide. Full citation record

  1. Perspectives for Direct Interpretability in Multi-Agent Deep Reinforcement Learning

    cs.AI 2025-02 unverdicted novelty 4.0 of 10

    A perspective paper that advocates direct, post hoc interpretability for multi-agent deep reinforcement learning and offers a taxonomy of where those methods might apply.

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