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School of hard knocks: Curriculum analysis for Pommerman with a fixed computational budget

arXiv 2102.11762 ↗First posted 23 Feb 2021cs.AI cs.LG cs.MAcited by 0

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Abstract (arXiv)

Pommerman is a hybrid cooperative/adversarial multi-agent environment, with challenging characteristics in terms of partial observability, limited or no communication, sparse and delayed rewards, and restrictive computational time limits. This makes it a challenging environment for reinforcement learning (RL) approaches. In this paper, we focus on developing a curriculum for learning a robust and promising policy in a constrained computational budget of 100,000 games, starting from a fixed base policy (which is itself trained to imitate a noisy expert policy). All RL algorithms starting from the base policy use vanilla proximal-policy optimization (PPO) with the same reward function, and the only difference between their training is the mix and sequence of opponent policies. One expects that beginning training with simpler opponents and then gradually increasing the opponent difficulty will facilitate faster learning, leading to more robust policies compared against a baseline where all available opponent policies are introduced from the start. We test this hypothesis and show that within constrained computational budgets, it is in fact better to "learn in the school of hard knocks", i.e., against all available opponent policies nearly from the start. We also include ablation studies where we study the effect of modifying the base environment properties of ammo and bomb blast strength on the agent performance.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 13 of its 32 references that are in the map. First posted on arXiv 23 Feb 2021.

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References · 13

  1. 2017Proximal Policy Optimization Algorithmscited by 14,441
  2. 2016Generative Adversarial Imitation Learningcited by 1,576
  3. 2017Overcoming Exploration in Reinforcement Learning with Demonstrationscited by 322
  4. 2013The Complexity of Decentralized Control of Markov Decision Processescited by 225
  5. 2018DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skillscited by 153
  6. 2018Playing hard exploration games by watching YouTubecited by 98
  7. 2016Playing FPS Games with Deep Reinforcement Learningcited by 95
  8. 2016Query-Efficient Imitation Learning for End-to-End Autonomous Drivingcited by 83
  9. 2019Skynet: A Top Deep RL Agent in the Inaugural Pommerman Team Competitioncited by 7
  10. 2019Real-time tree search with pessimistic scenarioscited by 4
  11. 2018Continual Match Based Training in Pommerman: Technical Reportcited by 3
  12. 2019Accelerating Training in Pommerman with Imitation and Reinforcement Learningcited by 3
1 more
  1. 2020Sample Efficient Training in Multi-Agent Adversarial Games with Limited Teammate Communicationcited by 1

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