Learning to Guide Multiple Heterogeneous Actors from a Single Human Demonstration via Automatic Curriculum Learning in StarCraft II
On the map: Offline RL and imitation learning from data → Imitation learning methods
Abstract (arXiv)
Traditionally, learning from human demonstrations via direct behavior cloning can lead to high-performance policies given that the algorithm has access to large amounts of high-quality data covering the most likely scenarios to be encountered when the agent is operating. However, in real-world scenarios, expert data is limited and it is desired to train an agent that learns a behavior policy general enough to handle situations that were not demonstrated by the human expert. Another alternative is to learn these policies with no supervision via deep reinforcement learning, however, these algorithms require a large amount of computing time to perform well on complex tasks with high-dimensional state and action spaces, such as those found in StarCraft II. Automatic curriculum learning is a recent mechanism comprised of techniques designed to speed up deep reinforcement learning by adjusting the difficulty of the current task to be solved according to the agent's current capabilities. Designing a proper curriculum, however, can be challenging for sufficiently complex tasks, and thus we leverage human demonstrations as a way to guide agent exploration during training. In this work, we aim to train deep reinforcement learning agents that can command multiple heterogeneous actors where starting positions and overall difficulty of the task are controlled by an automatically-generated curriculum from a single human demonstration. Our results show that an agent trained via automated curriculum learning can outperform state-of-the-art deep reinforcement learning baselines and match the performance of the human expert in a simulated command and control task in StarCraft II modeled over a real military scenario.
Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Placed in Imitation learning methods, one of 13 directions in Offline RL and imitation learning from data. Builds on 15 of its 21 references that are in the map. First posted on arXiv 11 May 2022.
Builds on
15 of 21 references.
Closest ancestors · 1
Same direction, newest first
- 2019Causal Confusion in Imitation Learning28 May
Other references · 14
- 2015Continuous control with deep reinforcement learningcited by 3,279
- 2013Playing Atari with Deep Reinforcement Learningcited by 3,211
- 2016Asynchronous Methods for Deep Reinforcement Learningcited by 2,218
- 2018Learning Dexterous In-Hand Manipulationcited by 643
- 2020Learning Quadrupedal Locomotion over Challenging Terraincited by 494
- 2021Learning to Walk in Minutes Using Massively Parallel Deep Reinforcement Learningcited by 395
- 2022Learning robust perceptive locomotion for quadrupedal robots in the wildcited by 299
- 2017StarCraft II: A New Challenge for Reinforcement Learningcited by 268
- 2021Curriculum Learning: A Surveycited by 257
- 2019Paired Open-Ended Trailblazer (POET): Endlessly Generating Increasingly Complex and Diverse Learning Environments and Their Solutionscited by 182
- 2018Learning Montezuma's Revenge from a Single Demonstrationcited by 76
- 2020ALLSTEPS: Curriculum-driven Learning of Stepping Stone Skillscited by 44
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Citing papers per year: 2024: 1.
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- 2026Open-ended Multi-agent Autocurricula via Visual Inspection of Policies with Multi-modal LLMs
- 2018Imitation Learning with Concurrent Actions in 3D Games
- 2019Deep Reinforcement Learning from Policy-Dependent Human Feedback
- 2020SCC: an efficient deep reinforcement learning agent mastering the game of StarCraft II
- 2024Zero-shot Imitation Policy via Search in Demonstration Dataset
- 2021Automatic Curricula via Expert Demonstrations
- 2020TStarBot-X: An Open-Sourced and Comprehensive Study for Efficient League Training in StarCraft II Full Game