# Scaling Intelligent Agents in Combat Simulations for Wargaming

arXiv: https://arxiv.org/abs/2402.06694 · HTML: https://mlsanity.com/paper/2402.06694/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 6 of its 38 references that are in the map.
- First posted on arXiv 8 Feb 2024.

## Placed in

- Deep reinforcement learning methods / [RL for games and combinatorial optimization](https://mlsanity.com/deeprl/rl-for-games-and-combinatorial-optimization/)

## Builds on (most cited first, 6 of 6)

- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [FeUdal Networks for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1703.01161/) (2017)
- [A Theory of Abstraction in Reinforcement Learning](https://mlsanity.com/paper/2203.00397/) (2022)
- [Active Hierarchical Exploration with Stable Subgoal Representation Learning](https://mlsanity.com/paper/2105.14750/) (2021)

## Abstract (arXiv)

Remaining competitive in future conflicts with technologically-advanced competitors requires us to accelerate our research and development in artificial intelligence (AI) for wargaming. More importantly, leveraging machine learning for intelligent combat behavior development will be key to one day achieving superhuman performance in this domain--elevating the quality and accelerating the speed of our decisions in future wars. Although deep reinforcement learning (RL) continues to show promising results in intelligent agent behavior development in games, it has yet to perform at or above the human level in the long-horizon, complex tasks typically found in combat modeling and simulation. Capitalizing on the proven potential of RL and recent successes of hierarchical reinforcement learning (HRL), our research is investigating and extending the use of HRL to create intelligent agents capable of performing effectively in these large and complex simulation environments. Our ultimate goal is to develop an agent capable of superhuman performance that could then serve as an AI advisor to military planners and decision-makers. This papers covers our ongoing approach and the first three of our five research areas aimed at managing the exponential growth of computations that have thus far limited the use of AI in combat simulations: (1) developing an HRL training framework and agent architecture for combat units; (2) developing a multi-model framework for agent decision-making; (3) developing dimension-invariant observation abstractions of the state space to manage the exponential growth of computations; (4) developing an intrinsic rewards engine to enable long-term planning; and (5) implementing this framework into a higher-fidelity combat simulation.
