aiqbench analysis
This research proposes a novel architecture for deep reinforcement learning in real-time strategy games by decoupling high-level strategic command selection from low-level unit execution. By employing a Thompson-sampling bandit to dynamically adapt strategies based on observed opponent behavior rather than identity, the method significantly improves robustness against out-of-distribution opponents while reusing a single execution policy. This advancement addresses critical brittleness issues in AI agents facing novel adversarial scenarios within competitive environments.
Constrained Command-Conditioned Reinforcement Learning with Bandit Strategy Selection in Real-Time Strategy Games
arXiv:2610.11663v1 Announce Type: new Abstract: Deep reinforcement learning agents reach strong performance in real-time strategy games but can be brittle against opponents outside their training distribution. Separating strategic command selection from learned unit control allows different strategies to be selected for different opponents while reusing the same execution policy. This requires an executor that can follow different commands and measurable criteria for assessing whether it does so. We introduce a constrained command-conditioned Proximal Policy Optimization (PPO) policy, the executor, for MicroRTS, a real-time strategy environment. Discrete commands specify strategic objectives and behavioral requirements for economy, army composition, military posture, and worker policy over multiple environment steps; the executor determines the unit-level actions used to fulfill them. A Thompson-sampling bandit acts as the strategist, selecting command tuples from an estimate of the opponent's strategy built from in-game observations rather than opponent identity. In a controlled comparison with a flat PPO baseline trained with the same architecture, budget, curriculum and self-play league, the strategist-executor system wins significantly more often against three of the four strongest opponents on a training map, including the two strongest held-out ones (0.55 to 0.97 and 0.01 to 0.34), with no significant difference against the others.
Abstract:Deep reinforcement learning agents reach strong performance in real-time strategy games but can be brittle against opponents outside their training distribution. Separating strategic command selection from learned unit control allows different strategies to be selected for different opponents while reusing the same execution policy. This requires an executor that can follow different commands and measurable criteria for assessing whether it does so. We introduce a constrained command-conditioned Proximal Policy Optimization (PPO) policy, the executor, for MicroRTS, a real-time strategy environment. Discrete commands specify strategic objectives and behavioral requirements for economy, army composition, military posture, and worker policy over multiple environment steps; the executor determines the unit-level actions used to fulfill them. A Thompson-sampling bandit acts as the strategist, selecting command tuples from an estimate of the opponent's strategy built from in-game observations rather than opponent identity. In a controlled comparison with a flat PPO baseline trained with the same architecture, budget, curriculum and self-play league, the strategist-executor system wins significantly more often against three of the four strongest opponents on a training map, including the two strongest held-out ones (0.55 to 0.97 and 0.01 to 0.34), with no significant difference against the others.
Artificial Intelligence (cs.AI)
arXiv:2610.11663 [cs.AI]
(or arXiv:2610.11663v1 [cs.AI] for this version)
https://doi.org/10.48550/arXiv.2610.11663 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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Full text under the publisher's open licence · 287 words
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