# Reward Shaping for Improved Learning in Real-time Strategy Game Play

arXiv: https://arxiv.org/abs/2311.16339 · HTML: https://mlsanity.com/paper/2311.16339/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 12 of its 24 references that are in the map.
- First posted on arXiv 27 Nov 2023.

## Builds on (most cited first, 12 of 12)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games](https://mlsanity.com/paper/2103.01955/) (2021)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [Learning with Opponent-Learning Awareness](https://mlsanity.com/paper/1709.04326/) (2017)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Learning to Utilize Shaping Rewards: A New Approach of Reward Shaping](https://mlsanity.com/paper/2011.02669/) (2020)
- [Opponent Modeling in Deep Reinforcement Learning](https://mlsanity.com/paper/1609.05559/) (2016)
- [A Survey of Deep Reinforcement Learning in Video Games](https://mlsanity.com/paper/1912.10944/) (2019)
- [COLA: Consistent Learning with Opponent-Learning Awareness](https://mlsanity.com/paper/2203.04098/) (2022)
- [Agent Modeling as Auxiliary Task for Deep Reinforcement Learning](https://mlsanity.com/paper/1907.09597/) (2019)

## Built on by (most cited first, 1 of 1)

- [Evaluating Collaborative Autonomy in Opposed Environments using Maritime Capture-the-Flag Competitions](https://mlsanity.com/paper/2404.17038/) (2024)

## Abstract (arXiv)

We investigate the effect of reward shaping in improving the performance of reinforcement learning in the context of the real-time strategy, capture-the-flag game. The game is characterized by sparse rewards that are associated with infrequently occurring events such as grabbing or capturing the flag, or tagging the opposing player. We show that appropriately designed reward shaping functions applied to different game events can significantly improve the player's performance and training times of the player's learning algorithm. We have validated our reward shaping functions within a simulated environment for playing a marine capture-the-flag game between two players. Our experimental results demonstrate that reward shaping can be used as an effective means to understand the importance of different sub-tasks during game-play towards winning the game, to encode a secondary objective functions such as energy efficiency into a player's game-playing behavior, and, to improve learning generalizable policies that can perform well against different skill levels of the opponent.
