Deep reinforcement learning for optimal gameplay in street fighter III: a resource-constrained approach

This bachelor’s thesis investigates the performance of reinforcement learning (RL) algorithms in the context of fighting games, specifically Street Fighter III Third Strike, under heavy resource constraints. The research focuses on four distinct RL algorithms: Proximal Policy Optimization (PPO), Asy...

Full description

Autores:
Zambrano Huertas, Daniel Ernesto
Díaz Salamanca, Jhoan Sebastián
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2023
Institución:
Universidad de los Andes
Repositorio:
Séneca: repositorio Uniandes
Idioma:
eng
OAI Identifier:
oai:repositorio.uniandes.edu.co:1992/70987
Acceso en línea:
https://hdl.handle.net/1992/70987
Palabra clave:
Deep Reinforcement Learning
Machine Learning
VideoGames
FightGames
Discrete Spaces
Constrained Resources
RL Agent Policies
Ingeniería
Rights
openAccess
License
https://repositorio.uniandes.edu.co/static/pdf/aceptacion_uso_es.pdf
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dc.title.none.fl_str_mv Deep reinforcement learning for optimal gameplay in street fighter III: a resource-constrained approach
title Deep reinforcement learning for optimal gameplay in street fighter III: a resource-constrained approach
spellingShingle Deep reinforcement learning for optimal gameplay in street fighter III: a resource-constrained approach
Deep Reinforcement Learning
Machine Learning
VideoGames
FightGames
Discrete Spaces
Constrained Resources
RL Agent Policies
Ingeniería
title_short Deep reinforcement learning for optimal gameplay in street fighter III: a resource-constrained approach
title_full Deep reinforcement learning for optimal gameplay in street fighter III: a resource-constrained approach
title_fullStr Deep reinforcement learning for optimal gameplay in street fighter III: a resource-constrained approach
title_full_unstemmed Deep reinforcement learning for optimal gameplay in street fighter III: a resource-constrained approach
title_sort Deep reinforcement learning for optimal gameplay in street fighter III: a resource-constrained approach
dc.creator.fl_str_mv Zambrano Huertas, Daniel Ernesto
Díaz Salamanca, Jhoan Sebastián
dc.contributor.advisor.none.fl_str_mv Cardozo Álvarez, Nicolás
dc.contributor.author.none.fl_str_mv Zambrano Huertas, Daniel Ernesto
Díaz Salamanca, Jhoan Sebastián
dc.subject.keyword.eng.fl_str_mv Deep Reinforcement Learning
Machine Learning
VideoGames
FightGames
Discrete Spaces
Constrained Resources
RL Agent Policies
topic Deep Reinforcement Learning
Machine Learning
VideoGames
FightGames
Discrete Spaces
Constrained Resources
RL Agent Policies
Ingeniería
dc.subject.themes.spa.fl_str_mv Ingeniería
description This bachelor’s thesis investigates the performance of reinforcement learning (RL) algorithms in the context of fighting games, specifically Street Fighter III Third Strike, under heavy resource constraints. The research focuses on four distinct RL algorithms: Proximal Policy Optimization (PPO), Asynchronous Advantage Actor-Critic (A3C), Advantage Actor-Critic(A2C) and Deep Q-Network (DQN). Each algorithm is trained under the same restricted resource conditions to facilitate a fair comparison of their final or estimated performances. The training process involves a combination of batch training and the use of the replay buffer for the off-policy DQN algorithm. The RL agents are trained with a reward function based on the game’s health values, with damage inflicted on the opponent corresponding to a positive reward and damage suffered by the agent corresponding to a negative reward. The primary objective of this research is to determine which RL algorithm performs best under resource constraints and to identify the optimal training conditions for each, with the secondary focus to explore various strategies that could potentially make the algorithms perform better when changing the RL agent’s behavior, by modifying the agent’s reward. The research also explores the potential of developing a meta-agent that can select the best-performing agent based on the current game state, aiming to improve the overall performance. The results of this project aim to contribute to the understanding and advancement of reinforcement learning in complex, dynamic, and discrete environments, such as fighting games. The research also lays the groundwork for future investigations into the development of a metaagent and the formulation of more effective reward functions.
publishDate 2023
dc.date.accessioned.none.fl_str_mv 2023-11-07T18:24:54Z
dc.date.available.none.fl_str_mv 2023-11-07T18:24:54Z
dc.date.issued.none.fl_str_mv 2023-08-16
dc.type.none.fl_str_mv Trabajo de grado - Pregrado
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dc.identifier.instname.none.fl_str_mv instname:Universidad de los Andes
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url https://hdl.handle.net/1992/70987
identifier_str_mv instname:Universidad de los Andes
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language eng
dc.relation.references.none.fl_str_mv Arulkumaran, K., Deisenroth, M. P., Brundage, M., & Bharath, A. A. (2017). Deep Reinforcement Learning: A Brief Survey. IEEE Signal Processing Magazine, 34(6), 26–38. https://doi.org/10.1109/msp.2017.2743240
Dabney. (2017). Distributional Reinforcement Learning with Quantile Regression.
Espeholt, L., Soyer, H., Munos, R., Simonyan, K., Mnih, V., Ward, T., Doron, Y., Firoiu, V., Harley, T., Dunning, I., Legg, S., & Kavukcuoglu, K. (2018). IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures.
EventHubs. (2023). Tiers for Street Fighter 3 Third Strike. EventHubs. https://www.eventhubs.com/tiers/sf3-3s/.
Haarnoja, T., Zhou, A., Abbeel, P., & Levine, S. (2018). Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor.
Lahtela, M., & Kaplan, P. (Provenance). (2023). AWS SageMaker. Amazon. https://aws.amazon.com/es/sagemaker/.
Mnih, V., Kavukcuoglu, K., Silver, D., Graves, A., Antonoglou, I., Wierstra, D., & Riedmiller, M. (2013). Playing Atari with Deep Reinforcement Learning.
Mnih, Volodymyr, Badia, A. P., Mirza, M., Graves, A., Lillicrap, T. P., Harley, T., Silver, D., & Kavukcuoglu, K. (2016). Asynchronous Methods for Deep Reinforcement Learning.
OpenAI. (2018). Introduction. Introduction - Spinning Up documentation. https://spinningup.openai.com/en/latest/user/introduction.html.
Palmas, A. (2022). DIAMBRA Arena: a New Reinforcement Learning Platform for Research and Experimentation. ArXiv E-Prints, earXiv:2210.10595.
Quach, K. (2018). What does it take for an OpenAI bot to best Dota 2 heroes? 128,000 CPU cores, 256 NVIDIA GPUs. The Register® - Biting the Hand That Feeds IT. https://www.theregister.com/2018/06/25/openai_dota_2_5v5_bots/.
Salimans, T., Ho, J., Chen, X., Sidor, S., & Sutskever, I. (2017). Evolution Strategies as a Scalable Alternative to Reinforcement Learning.
Schulman, J., Wolski, F., Dhariwal, P., Radford, A., & Klimov, O. (2017). Proximal Policy Optimization Algorithms.
Sutton, R. S., & Barto, A. G. (2018). Reinforcement Learning: An Introduction, Second Edition. The MIT Press.
Van Hasselt, H., Guez, A., & Silver, D. (2015). Deep Reinforcement Learning with Double Q-learning.
Wang. (2016). Dueling Network Architectures for Deep Reinforcement Learning.
YouTube. (2023). DESTROYING Donkey Kong with AI (Deep Reinforcement Learning). YouTube.
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dc.publisher.program.none.fl_str_mv Ingeniería de Sistemas y Computación
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publisher.none.fl_str_mv Universidad de los Andes
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spelling Cardozo Álvarez, NicolásZambrano Huertas, Daniel ErnestoDíaz Salamanca, Jhoan Sebastián2023-11-07T18:24:54Z2023-11-07T18:24:54Z2023-08-16https://hdl.handle.net/1992/70987instname:Universidad de los Andesreponame:Repositorio Institucional Sénecarepourl:https://repositorio.uniandes.edu.co/This bachelor’s thesis investigates the performance of reinforcement learning (RL) algorithms in the context of fighting games, specifically Street Fighter III Third Strike, under heavy resource constraints. The research focuses on four distinct RL algorithms: Proximal Policy Optimization (PPO), Asynchronous Advantage Actor-Critic (A3C), Advantage Actor-Critic(A2C) and Deep Q-Network (DQN). Each algorithm is trained under the same restricted resource conditions to facilitate a fair comparison of their final or estimated performances. The training process involves a combination of batch training and the use of the replay buffer for the off-policy DQN algorithm. The RL agents are trained with a reward function based on the game’s health values, with damage inflicted on the opponent corresponding to a positive reward and damage suffered by the agent corresponding to a negative reward. The primary objective of this research is to determine which RL algorithm performs best under resource constraints and to identify the optimal training conditions for each, with the secondary focus to explore various strategies that could potentially make the algorithms perform better when changing the RL agent’s behavior, by modifying the agent’s reward. The research also explores the potential of developing a meta-agent that can select the best-performing agent based on the current game state, aiming to improve the overall performance. The results of this project aim to contribute to the understanding and advancement of reinforcement learning in complex, dynamic, and discrete environments, such as fighting games. The research also lays the groundwork for future investigations into the development of a metaagent and the formulation of more effective reward functions.Ingeniero de Sistemas y ComputaciónPregrado115 páginasapplication/pdfengUniversidad de los AndesIngeniería de Sistemas y ComputaciónFacultad de IngenieríaDepartamento de Ingeniería Sistemas y Computaciónhttps://repositorio.uniandes.edu.co/static/pdf/aceptacion_uso_es.pdfinfo:eu-repo/semantics/openAccesshttp://purl.org/coar/access_right/c_abf2Deep reinforcement learning for optimal gameplay in street fighter III: a resource-constrained approachTrabajo de grado - Pregradoinfo:eu-repo/semantics/bachelorThesisinfo:eu-repo/semantics/acceptedVersionhttp://purl.org/coar/resource_type/c_7a1fTexthttp://purl.org/redcol/resource_type/TPDeep Reinforcement LearningMachine LearningVideoGamesFightGamesDiscrete SpacesConstrained ResourcesRL Agent PoliciesIngenieríaArulkumaran, K., Deisenroth, M. P., Brundage, M., & Bharath, A. A. (2017). Deep Reinforcement Learning: A Brief Survey. IEEE Signal Processing Magazine, 34(6), 26–38. https://doi.org/10.1109/msp.2017.2743240Dabney. (2017). Distributional Reinforcement Learning with Quantile Regression.Espeholt, L., Soyer, H., Munos, R., Simonyan, K., Mnih, V., Ward, T., Doron, Y., Firoiu, V., Harley, T., Dunning, I., Legg, S., & Kavukcuoglu, K. (2018). IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures.EventHubs. (2023). Tiers for Street Fighter 3 Third Strike. EventHubs. https://www.eventhubs.com/tiers/sf3-3s/.Haarnoja, T., Zhou, A., Abbeel, P., & Levine, S. (2018). Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor.Lahtela, M., & Kaplan, P. (Provenance). (2023). AWS SageMaker. Amazon. https://aws.amazon.com/es/sagemaker/.Mnih, V., Kavukcuoglu, K., Silver, D., Graves, A., Antonoglou, I., Wierstra, D., & Riedmiller, M. (2013). Playing Atari with Deep Reinforcement Learning.Mnih, Volodymyr, Badia, A. P., Mirza, M., Graves, A., Lillicrap, T. P., Harley, T., Silver, D., & Kavukcuoglu, K. (2016). Asynchronous Methods for Deep Reinforcement Learning.OpenAI. (2018). Introduction. Introduction - Spinning Up documentation. https://spinningup.openai.com/en/latest/user/introduction.html.Palmas, A. (2022). DIAMBRA Arena: a New Reinforcement Learning Platform for Research and Experimentation. ArXiv E-Prints, earXiv:2210.10595.Quach, K. (2018). What does it take for an OpenAI bot to best Dota 2 heroes? 128,000 CPU cores, 256 NVIDIA GPUs. The Register® - Biting the Hand That Feeds IT. https://www.theregister.com/2018/06/25/openai_dota_2_5v5_bots/.Salimans, T., Ho, J., Chen, X., Sidor, S., & Sutskever, I. (2017). Evolution Strategies as a Scalable Alternative to Reinforcement Learning.Schulman, J., Wolski, F., Dhariwal, P., Radford, A., & Klimov, O. (2017). Proximal Policy Optimization Algorithms.Sutton, R. S., & Barto, A. G. (2018). Reinforcement Learning: An Introduction, Second Edition. The MIT Press.Van Hasselt, H., Guez, A., & Silver, D. (2015). Deep Reinforcement Learning with Double Q-learning.Wang. (2016). Dueling Network Architectures for Deep Reinforcement Learning.YouTube. (2023). DESTROYING Donkey Kong with AI (Deep Reinforcement Learning). 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