Deep RTS: A Game Environment for Deep Reinforcement Learning in Real-Time Strategy Games
Not on the map. Why?
Abstract (arXiv)
Reinforcement learning (RL) is an area of research that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games. This success is primarily due to the vast capabilities of convolutional neural networks, that can extract useful features from noisy and complex data. Games are excellent tools to test and push the boundaries of novel RL algorithms because they give valuable insight into how well an algorithm can perform in isolated environments without the real-life consequences. Real-time strategy games (RTS) is a genre that has tremendous complexity and challenges the player in short and long-term planning. There is much research that focuses on applied RL in RTS games, and novel advances are therefore anticipated in the not too distant future. However, there are to date few environments for testing RTS AIs. Environments in the literature are often either overly simplistic, such as microRTS, or complex and without the possibility for accelerated learning on consumer hardware like StarCraft II. This paper introduces the Deep RTS game environment for testing cutting-edge artificial intelligence algorithms for RTS games. Deep RTS is a high-performance RTS game made specifically for artificial intelligence research. It supports accelerated learning, meaning that it can learn at a magnitude of 50 000 times faster compared to existing RTS games. Deep RTS has a flexible configuration, enabling research in several different RTS scenarios, including partially observable state-spaces and map complexity. We show that Deep RTS lives up to our promises by comparing its performance with microRTS, ELF, and StarCraft II on high-end consumer hardware. Using Deep RTS, we show that a Deep Q-Network agent beats random-play agents over 70% of the time. Deep RTS is publicly available at https://github.com/cair/DeepRTS.
Key facts. Cited by 7 papers in the map (data through 7 Oct 2026). First posted on arXiv 15 Aug 2018.
Builds on
No reference list yet.
Built on by
Citing papers per year: 2021: 1; 2022: 2; 2023: 1; 2024: 0; 2025: 1; 2026: 2.
7 papers.
- 2021Gym-μRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learningcited by 19
- 2026TowerMind: A Tower Defence Game Learning Environment and Benchmark for LLM as Agentscited by 4
- 2022CaiRL: A High-Performance Reinforcement Learning Environment Toolkitcited by 0
- 2022CostNet: An End-to-End Framework for Goal-Directed Reinforcement Learningcited by 0
- 2023RAMario: Experimental Approach to Reptile Algorithm -- Reinforcement Learning for Mariocited by 0
- 2025TEACH: Temporal Variance-Driven Curriculum for Reinforcement Learningcited by 0
- 2026Match or Replay: Self Imitating Proximal Policy Optimizationcited by 0
- 2026Match or Replay: Self Imitating Proximal Policy Optimization29 Mar 2026
- 2026TowerMind: A Tower Defence Game Learning Environment and Benchmark for LLM as Agents9 Jan 2026
- 2025TEACH: Temporal Variance-Driven Curriculum for Reinforcement Learning28 Dec 2025
- 2023RAMario: Experimental Approach to Reptile Algorithm -- Reinforcement Learning for Mario16 May 2023
- 2022CostNet: An End-to-End Framework for Goal-Directed Reinforcement Learning3 Oct 2022
- 2022CaiRL: A High-Performance Reinforcement Learning Environment Toolkit3 Oct 2022
- 2021Gym-μRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learning21 May 2021