Search arXivSearch

arXiv · 2308.03526

AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning

Abstract

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.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Michaël Mathieu, Sherjil Ozair, Srivatsan Srinivasan, Caglar Gulcehre, Shangtong Zhang, Ray Jiang, Tom Le Paine, Richard Powell, Konrad Żołna, Julian Schrittwieser, David Choi, Petko Georgiev, Daniel Toyama, Aja Huang, Roman Ring, Igor Babuschkin, Timo Ewalds, Mahyar Bordbar, Sarah Henderson, Sergio Gómez Colmenarejo, Aäron van den Oord, Wojciech Marian Czarnecki, Nando de Freitas, Oriol Vinyals. 2023-08-07. AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning. https://arxiv.org/abs/2308.03526

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Analysis of Regularized Learning in Banach Spaces for Linear-functional Data

This article delves into the study of the theory of regularized learning in Banach spaces for linear-functional data. It encompasses discussions on representer theorems, pseudo-approximation theorems, and convergence theorems. Regularized learning is designed to minimize regularized empirical risks over a Banach space. The empirical risks are calculated by utilizing training data and multi-loss functions. The input training data are composed of linear functionals in a predual space of the Banach space to capture discrete local information from multimodal data and multiscale models. Through the regularized learning, approximations of the exact solution to an unidentified or uncertain original problem are globally achieved. In the convergence theorems, the convergence of the approximate solutions to the exact solution is established through the utilization of the weak* topology of the Banach space. The theorems of regularized learning are utilized in the interpretation of classical machine learning, such as support vector machines and artificial neural networks.

cs.LG

On Minimal Depth in Neural Networks

Understanding the relationship between the depth of a neural network and its representational capacity is a central problem in deep learning theory. In this work, we develop a geometric framework to analyze the expressivity of ReLU networks with the notion of depth complexity for convex polytopes. The depth of a polytope recursively quantifies the number of alternating convex hull and Minkowski sum operations required to construct it. This geometric perspective serves as a rigorous tool for deriving depth lower bounds and understanding the structural limits of deep neural architectures. We establish lower and upper bounds on the depth of polytopes, as well as tight bounds for classical families. These results yield two main consequences. First, we provide a purely geometric proof of the expressivity bound by Arora et al. (2018), confirming that $\lceil \log_2(n+1)\rceil$ hidden layers suffice to represent any continuous piecewise linear (CPWL) function. Second, we prove that, unlike general ReLU networks, convex polytopes do not admit a universal depth bound. Specifically, the depth of cyclic polytopes in dimensions $n \geq 4$ grows unboundedly with the number of vertices. This result implies that Input Convex Neural Networks (ICNNs) cannot represent all convex CPWL functions with a fixed depth, revealing a sharp separation in expressivity between ICNNs and standard ReLU networks.

cs.LG

DeepSPoC: A Deep Learning Based Sequential Propagation of Chaos

Classical particle methods based on propagation of chaos (PoC) have been developed for solving mean-field stochastic differential equations and their associated nonlinear Fokker--Planck equations. However, direct PoC implementations are difficult to apply to high-dimensional problems because they require simulating and storing large numbers of interacting particles, often with high particle-particle interaction costs. Motivated by these limitations, we build on the recently proposed sequential propagation of chaos (SPoC) framework, which replaces the fully interacting particle system in PoC with a sequential interaction mechanism. Based on this structure, we present DeepSPoC, a neural particle method that embeds a neural density representation into the sequential particle dynamics. DeepSPoC simulates particles batch by batch, while the neural network represents the evolving empirical law and is substituted into the coefficients of the mean-field SDE, thereby replacing direct particle-particle interactions with particle-network interactions. In DeepSPoC, a recently developed normalizing flow model called KRnet is used to approximate the empirical measure of particles. Compared with direct particle implementations, DeepSPoC substantially reduces memory consumption and evaluates interaction terms more efficiently, thereby improving scalability for high-dimensional problems. We apply DeepSPoC to a wide range of mean-field equations and verify its effectiveness and computational advantages.

cs.LG