Machine Learning in StarCraft II - Lowering the Difficulty Threshold of Starting From Scratch
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Examensarbete pÄ kandidatnivÄ
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Model builders
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Abstract
Artificial intelligence research is currently a hot topic within many industries. In
terms of research, games such as StarCraft II provide a good testing ground due to
its accessibility. However, getting started can still be more difficult than it should
be.
This paper aims to facilitate the development of a machine learning agent for
StarCraft II by designing tools for data collection, making a simple API built on
top of PySC2 to facilitate interaction with the game and by analyzing a few different
types of artificial neural networks with respect to StarCraft II.
It is concluded that defining reward functions for reinforcement learning can give
rise to unexpected behaviors. A further conclusion is that convolutional neural
networks tend to be more resource intensive than non-convolutional networks and
that they are thus less suited for anyone without access to large computational
power. Lastly, a network is trained on collected data to continuously predict the
win chance for players in a StarCraft II match. Unfortunately the network does not
become successful in its task, likely in part due to the simplicity of the network.
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Keywords
Artificial Neural Networks, Machine Learning, StarCraft II, Reinforcement learning, Supervised learning
