Efficient Reinforcement Learning for StarCraft by Abstract Forward Models and Transfer Learning
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Abstract (arXiv)
Injecting human knowledge is an effective way to accelerate reinforcement learning (RL). However, these methods are underexplored. This paper presents our discovery that an abstract forward model (thought-game (TG)) combined with transfer learning (TL) is an effective way. We take StarCraft II as our study environment. With the help of a designed TG, the agent can learn a 99% win-rate on a 64x64 map against the Level-7 built-in AI, using only 1.08 hours in a single commercial machine. We also show that the TG method is not as restrictive as it was thought to be. It can work with roughly designed TGs, and can also be useful when the environment changes. Comparing with previous model-based RL, we show TG is more effective. We also present a TG hypothesis that gives the influence of different fidelity levels of TG. For real games that have unequal state and action spaces, we proposed a novel XfrNet of which usefulness is validated while achieving a 90% win-rate against the cheating Level-10 AI. We argue that the TG method might shed light on further studies of efficient RL with human knowledge.
Key facts. Cited by 11 papers in the map (data through 7 Oct 2026). First posted on arXiv 2 Mar 2019.
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Citing papers per year: 2021: 2; 2022: 2; 2023: 1; 2024: 4; 2025: 2.
11 papers.
- 2023Large Language Models Play StarCraft II: Benchmarks and A Chain of Summarization Approachcited by 79
- 2024SwarmBrain: Embodied agent for real-time strategy game StarCraft II via large language modelscited by 18
- 2022On Efficient Reinforcement Learning for Full-length Game of StarCraft IIcited by 14
- 2024SMAC-R1: The Emergence of Intelligence in Decision-Making Taskscited by 6
- 2022Lamarckian Platform: Pushing the Boundaries of Evolutionary Reinforcement Learning towards Asynchronous Commercial Gamescited by 3
- 2025EvoCurr: Self-evolving Curriculum with Behavior Code Generation for Complex Decision-makingcited by 3
- 2025Adaptive Command: Real-Time Policy Adjustment via Language Models in StarCraft IIcited by 3
- 2021Reinforcement Learning With Sparse-Executing Actions via Sparsity Regularizationcited by 2
- 2021Rethinking of AlphaStarcited by 1
- 2024Enabling Multi-Agent Transfer Reinforcement Learning via Scenario Independent Representationcited by 1
- 2024Improve Value Estimation of Q Function and Reshape Reward with Monte Carlo Tree Searchcited by 0
- 2025EvoCurr: Self-evolving Curriculum with Behavior Code Generation for Complex Decision-making13 Aug 2025
- 2025Adaptive Command: Real-Time Policy Adjustment via Language Models in StarCraft II5 Aug 2025
- 2024SMAC-R1: The Emergence of Intelligence in Decision-Making Tasks21 Oct 2024
- 2024Improve Value Estimation of Q Function and Reshape Reward with Monte Carlo Tree Search15 Oct 2024
- 2024Enabling Multi-Agent Transfer Reinforcement Learning via Scenario Independent Representation13 Feb 2024
- 2024SwarmBrain: Embodied agent for real-time strategy game StarCraft II via large language models31 Jan 2024
- 2023Large Language Models Play StarCraft II: Benchmarks and A Chain of Summarization Approach19 Dec 2023
- 2022On Efficient Reinforcement Learning for Full-length Game of StarCraft II23 Sep 2022
- 2022Lamarckian Platform: Pushing the Boundaries of Evolutionary Reinforcement Learning towards Asynchronous Commercial Games21 Sep 2022
- 2021Rethinking of AlphaStar7 Aug 2021
- 2021Reinforcement Learning With Sparse-Executing Actions via Sparsity Regularization18 May 2021