# Hierarchical Reinforcement Learning in StarCraft Micromanagement with Influence Maps and Cluster-based Scripts

arXiv: https://arxiv.org/abs/2606.30092 · HTML: https://mlsanity.com/paper/2606.30092/

## 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 16 of its 55 references that are in the map.
- First posted on arXiv 29 Jun 2026.

## 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, 16 of 16)

- [The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games](https://mlsanity.com/paper/2103.01955/) (2021)
- [Counterfactual Multi-Agent Policy Gradients](https://mlsanity.com/paper/1705.08926/) (2017)
- [Value-Decomposition Networks For Cooperative Multi-Agent Learning](https://mlsanity.com/paper/1706.05296/) (2017)
- [Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2003.08839/) (2020)
- [QTRAN: Learning to Factorize with Transformation for Cooperative Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/1905.05408/) (2019)
- [Multiagent Cooperation and Competition with Deep Reinforcement Learning](https://mlsanity.com/paper/1511.08779/) (2015)
- [Multiagent Bidirectionally-Coordinated Nets: Emergence of Human-level Coordination in Learning to Play StarCraft Combat Games](https://mlsanity.com/paper/1703.10069/) (2017)
- [Rethinking the Implementation Tricks and Monotonicity Constraint in Cooperative Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2102.03479/) (2021)
- [StarCraft Micromanagement with Reinforcement Learning and Curriculum Transfer Learning](https://mlsanity.com/paper/1804.00810/) (2018)
- [TStarBot-X: An Open-Sourced and Comprehensive Study for Efficient League Training in StarCraft II Full Game](https://mlsanity.com/paper/2011.13729/) (2020)
- [On Efficient Reinforcement Learning for Full-length Game of StarCraft II](https://mlsanity.com/paper/2209.11553/) (2022)
- [Macro action selection with deep reinforcement learning in StarCraft](https://mlsanity.com/paper/1812.00336/) (2018)
- [Asymmetric Action Abstractions for Multi-Unit Control in Adversarial Real-Time Games](https://mlsanity.com/paper/1711.08101/) (2017)
- [CODEX: A Cluster-Based Method for Explainable Reinforcement Learning](https://mlsanity.com/paper/2312.04216/) (2023)
- [Hierarchical Reinforcement Learning with Opponent Modeling for Distributed Multi-agent Cooperation](https://mlsanity.com/paper/2206.12718/) (2022)
- [Three-dimensional attention Transformer for state evaluation in real-time strategy games](https://mlsanity.com/paper/2501.03832/) (2025)

## Abstract (arXiv)

Real-time strategy (RTS) games present significant AI challenges, characterized by expansive state-action spaces arising from multi-unit coordination in continuous battlefields, and sparse delayed rewards stemming from final win/lose signals. Existing approaches face a trade-off between managing the dimensionality explosion of joint actions and maintaining the interpretability of complex state representations. This complexity is further intensified by the limitation of traditional hierarchical structures in adaptively decomposing tasks into effective tactical modules. Such difficulties are compounded by the black-box nature of deep learning models and their reliance on sparse rewards, which together result in limited sample efficiency and a lack of decision-making transparency. To address these limitations, this paper proposes HRL-IM/CBS, a hierarchical reinforcement learning framework with influence map hashing and cluster-based scripts for StarCraft micromanagement. Influence map hashing encodes global battlefield situations into compact hexadecimal codes, capturing spatial control and relative advantage. Cluster-based scripts enable dynamic local coordination through adaptive unit partitioning. The hierarchical multi-Q-table architecture decomposes decision-making into upper-level clustering strategy selection and lower-level tactical execution, with reward allocation providing dense learning signals. Experiments across six asymmetric scenarios demonstrate competitive performance against deep RL baselines while offering advantages in sample efficiency and interpretability through transparent Q-table representations.
