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Competitive Deep Reinforcement Learning over a Pokémon Battling Simulator

Title
Competitive Deep Reinforcement Learning over a Pokémon Battling Simulator
Type
Article in International Conference Proceedings Book
Year
2020
Authors
David Simões
(Author)
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Simão Reis
(Author)
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Nuno Lau
(Author)
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Conference proceedings International
Pages: 40-45
2020 IEEE International Conference on Autonomous Robot Systems and Competitions, ICARSC 2020
15 April 2020 through 16 April 2020
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Publicação em ISI Web of Knowledge ISI Web of Knowledge - 0 Citations
Publicação em ISI Web of Science ISI Web of Science
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Authenticus ID: P-00S-9PD
Resumo (PT):
Abstract (EN): Pokémon is one of the most popular video games in the world, and recent interest has appeared in Pokémon battling as a testbed for AI challenges. This is due to Pokémon battling showing interesting properties which contrast with current AI challenges over other video games. To this end, we implement a Pokémon Battle Environment, which preserves many of the core elements of Pokémon battling, and allows researchers to test isolated learning objectives. Our approach focuses on type advantage in Pokémon battles and on the advantages of delayed rewards through switching, which is considered core strategies for any Pokémon battle. As a competitive multi-agent environment, it has a partially-observable, high-dimensional, and continuous state-space, adheres to the Gym de facto standard reinforcement learning interface, and is performance-oriented, achieving thousands of interactions per second in commodity hardware. We determine whether deep competitive reinforcement learning algorithms, WPLθ and GIGAθ, can learn successful policies in this environment. Both converge to rational and effective strategies, and GIGAθ shows faster convergence, obtaining a 100% win-rate in a disadvantageous test scenario. © 2020 IEEE.
Language: English
Type (Professor's evaluation): Scientific
No. of pages: 6
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