# Multi-Agent Deep Reinforcement Learning using Attentive Graph Neural Architectures for Real-Time Strategy Games

arXiv: https://arxiv.org/abs/2105.10211 · HTML: https://mlsanity.com/paper/2105.10211/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 19 of its 40 references that are in the map.
- First posted on arXiv 21 May 2021.

## Builds on (most cited first, 19 of 19)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Categorical Reparameterization with Gumbel-Softmax](https://mlsanity.com/paper/1611.01144/) (2016)
- [Deep Reinforcement Learning that Matters](https://mlsanity.com/paper/1709.06560/) (2017)
- [QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/1803.11485/) (2018)
- [The StarCraft Multi-Agent Challenge](https://mlsanity.com/paper/1902.04043/) (2019)
- [Learning to Communicate with Deep Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/1605.06676/) (2016)
- [Evolution Strategies as a Scalable Alternative to Reinforcement Learning](https://mlsanity.com/paper/1703.03864/) (2017)
- [Deep Recurrent Q-Learning for Partially Observable MDPs](https://mlsanity.com/paper/1507.06527/) (2015)
- [StarCraft II: A New Challenge for Reinforcement Learning](https://mlsanity.com/paper/1708.04782/) (2017)
- [Distributed Prioritized Experience Replay](https://mlsanity.com/paper/1803.00933/) (2018)
- [Multi-Agent Game Abstraction via Graph Attention Neural Network](https://mlsanity.com/paper/1911.10715/) (2019)
- [Communication-Efficient and Distributed Learning Over Wireless Networks: Principles and Applications](https://mlsanity.com/paper/2008.02608/) (2020)
- [General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms](https://mlsanity.com/paper/1802.10363/) (2018)
- [Factorized Q-Learning for Large-Scale Multi-Agent Systems](https://mlsanity.com/paper/1809.03738/) (2018)
- [Markov Decision Policies for Dynamic Video Delivery in Wireless Caching Networks](https://mlsanity.com/paper/1902.10932/) (2019)
- [Randomized Adversarial Imitation Learning for Autonomous Driving](https://mlsanity.com/paper/1905.05637/) (2019)
- [Adversarial Imitation Learning via Random Search](https://mlsanity.com/paper/2008.09450/) (2020)
- [Multi-Agent Deep Reinforcement Learning for Cooperative Connected Vehicles](https://mlsanity.com/paper/2001.02337/) (2020)

## Built on by (most cited first, 3 of 3)

- [Challenges and Opportunities in Deep Reinforcement Learning with Graph Neural Networks: A Comprehensive review of Algorithms and Applications](https://mlsanity.com/paper/2206.07922/) (2022)
- [Attention-based Reinforcement Learning for Real-Time UAV Semantic Communication](https://mlsanity.com/paper/2105.10716/) (2021)
- [Software Simulation and Visualization of Quantum Multi-Drone Reinforcement Learning](https://mlsanity.com/paper/2211.15375/) (2022)

## Abstract (arXiv)

In real-time strategy (RTS) game artificial intelligence research, various multi-agent deep reinforcement learning (MADRL) algorithms are widely and actively used nowadays. Most of the research is based on StarCraft II environment because it is the most well-known RTS games in world-wide. In our proposed MADRL-based algorithm, distributed MADRL is fundamentally used that is called QMIX. In addition to QMIX-based distributed computation, we consider state categorization which can reduce computational complexity significantly. Furthermore, self-attention mechanisms are used for identifying the relationship among agents in the form of graphs. Based on these approaches, we propose a categorized state graph attention policy (CSGA-policy). As observed in the performance evaluation of our proposed CSGA-policy with the most well-known StarCraft II simulation environment, our proposed algorithm works well in various settings, as expected.
