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    <article-meta>
      <title-group>
        <article-title>Spatial Action Decomposition Learning Applied to RTS Combat Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Marius Stanescu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Buro</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computing Science University of Alberta</institution>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Learning good policies for multi-agent systems is a complex task. Existing methods are often limited to a small number of agents, as learning becomes intractable when the agent number increases considerably. In this paper we describe Spatial Action Decomposition Learning that tries to overcome inefficiencies of standard multi-agent Q-learning methods by exploiting existing spatial action correlations. We apply our method to real-time strategy (RTS) game combat scenarios and show that Spatial Action Decomposition Learning based systems can outperform handcrafted scripts and policies optimized by independent Q-learning.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        As multi-agent decision problems are ubiquitous,
building better AI agents that work together has numerous
real-world applications, such as city transport
optimization, stock trading, advertisement bidding, multi-player
online gaming, and coordinating robot swarms. Multi-agent
reinforcement learning (MARL)
        <xref ref-type="bibr" rid="ref1 ref31">(Panait and Luke 2005;
Busoniu, Babuska, and De Schutter 2008)</xref>
        is a popular
solution paradigm in this research area. Typically, a set
of autonomous agents share a common environment and
jointly optimize a single team’s reward signal accumulated
over time. While applying standard RL techniques like
Qlearning to multi-agent settings seems straight-forward,
difficulties arise from the combinatorial explosion of the joint
action sets and non-trivial interactions with the environment
and other agents – which can be cooperative or adversarial
or mixed (e.g., opposing teams). In addition, partial
observability and communication constraints require decentralised
policies that only depend on local agent observations. This
also helps dealing with the exponential growth of the joint
action space when increasing the number of agents.
Learning these decentralised policies in a centralised fashion has
the added benefit of being able to use extra state
information during learning that is hidden from agents at runtime
(e.g., lifting the fog-of-war). This approach has become
very popular lately
        <xref ref-type="bibr" rid="ref14 ref15 ref21 ref28 ref34">(Jorge et al. 2016; Foerster et al. 2017a;
Rashid et al. 2018)</xref>
        .
      </p>
      <p>A challenging aspect of decentralization is to find an
effective representation of the centralized action-value
function Qtot that integrates the effects of all agents’ actions. But
such functions are difficult to learn in the presence of many
agents and extracting the decentralised individual agent
policy (one agent chooses one action based on individual/partial
observation) is not straightforward.</p>
      <p>In the next section we discuss in more detail related work
that tackles multi-agent Q-learning in various ways –
ranging from centralized learning, over simple Q-function
decompositions, to learning expressive networks for mixing
individual Q-functions. We then describe our novel
learning approach which is based on the observation that agent
actions are often spatially correlated, e.g., nearby agents
frequently execute similar actions, such as moving in the same
direction, or collaborating to achieve a local goal such as
defending a choke point. We then present experimental results
for our spatial action decomposition method — applying it
to the popular multi-agent learning domain of 2-team
combat in real-time strategy (RTS) games with up to 80 vs. 80
units. Finally, we conclude the paper with summarizing our
findings and discussing future work.</p>
    </sec>
    <sec id="sec-2">
      <title>Background and Related Work</title>
      <sec id="sec-2-1">
        <title>Independent Q-Learning</title>
        <p>
          Arguably the easiest and most commonly used learning
method for multiple agents is Independent Q-Learning
(IQL)
          <xref ref-type="bibr" rid="ref39">(Tan 1993)</xref>
          . It considers all other agents as part of the
environment and decomposes the multi-agent learning task
into simultaneous single-agent problems. IQL suffers from
instability caused by non-stationarity introduced by
learning and exploration of other agents
          <xref ref-type="bibr" rid="ref24">(Laurent et al. 2011)</xref>
          ,
and consequently loses the convergence guarantees of
Qlearning. As a concrete example,
          <xref ref-type="bibr" rid="ref4">(Claus and Boutilier 1998)</xref>
          show that independent Q-learners cannot distinguish team
mates’ exploration from stochasticity in the environment,
and fail to solve even an apparently trivial, 2-agent,
stateless, (3 3)-action problem.
        </p>
        <p>
          While there are ways of improving IQL’s stability
          <xref ref-type="bibr" rid="ref14 ref15">(Foerster et al. 2017b)</xref>
          , it usually requires individual reward
functions as uniform team reward signals do not directly relate
to individual agents’ actions. Reward shaping is difficult
and few methods guarantee to preserve optimality w.r.t. the
initial objective
          <xref ref-type="bibr" rid="ref12 ref8">(Devlin et al. 2014; Eck et al. 2016)</xref>
          . A
preferable, more general approach is to learn how to
decompose the team reward. Still, in practice, IQL is an
unexpectedly strong benchmark method, even in mixed
cooperativecompetitive MARL problems
          <xref ref-type="bibr" rid="ref26">(Leibo et al. 2017)</xref>
          .
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Centralised Learning</title>
        <p>
          Alternatively, the joint action Q-function Qtot can be
learned directly. This avoids the non-stationarity
problem and can lead to better coordination and results, at the
cost of poor scaling performance. For example,
experiments in
          <xref ref-type="bibr" rid="ref40">(Usunier et al. 2016)</xref>
          are limited to 15 agents
per side. Some methods are partially centralised, using
one or more centralised critics to guide the optimisation
of decentralised policies in an actor-critic paradigm
          <xref ref-type="bibr" rid="ref14 ref15 ref18 ref26 ref28">(Foerster et al. 2017a; Gupta, Egorov, and Kochenderfer 2017;
Leibo et al. 2017)</xref>
          . To work well, these methods require
additional information to be exchanged between agents, e.g.,
CommNet
          <xref ref-type="bibr" rid="ref10 ref20 ref37">(Sukhbaatar, Szlam, and Fergus 2016)</xref>
          or BicNet
          <xref ref-type="bibr" rid="ref33">(Peng et al. 2017)</xref>
          . Furthermore, such on-policy methods are
usually sample inefficient.
        </p>
        <p>
          Using a team reward signal makes credit assignment
challenging, even for simple problems. For example, in a
2player soccer game with the number of scored goals being
the team reward, the agent who is worse at scoring
sometimes ends up failing to learn to shoot at all, as its exploration
would impede its teammate
          <xref ref-type="bibr" rid="ref20">(Hausknecht 2016)</xref>
          .
        </p>
        <p>
          Coordination graphs have been used to decompose the
global reward into a sum of local agent rewards
          <xref ref-type="bibr" rid="ref17">(Guestrin,
Koller, and Parr 2002)</xref>
          , but the method requires solving a
linear program and message passing between agents at
runtime. COMA
          <xref ref-type="bibr" rid="ref14 ref15 ref28">(Foerster et al. 2017a)</xref>
          is an actor-critic method
that uses a counterfactual baseline to marginalise out a
single agent’s action, while keeping the other agents’ actions
fixed. Another idea is to transform multiple agent
interactions into interactions between two entities: a single agent
and a distribution of the other agents
          <xref ref-type="bibr" rid="ref45">(Yang et al. 2018)</xref>
          .
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Value Decomposition</title>
        <p>
          A more elegant way of solving the credit assignment
problem is to use a value decomposition network (VDN) to
represent Qtot as sum of individual Q-functions Qi which depend
only on agent-local observations
          <xref ref-type="bibr" rid="ref38">(Sunehag et al. 2017)</xref>
          . The
network learns how to assign the team reward signal to Qis
implicitly, without shaping or global state information.
        </p>
        <p>
          One disadvantage is that the VDN representation of Qtot
is limited by the addition, because agents interactions are
usually more complex. QMIX addresses this issue by
replacing the sum operation with a mixing network that
combines all individual Qi into Qtot in a complex, monotone,
and non-linear fashion informed by the global state
information during training
          <xref ref-type="bibr" rid="ref34">(Rashid et al. 2018)</xref>
          . Access to the
global state is not required after training because due to
monotonicity, the arg-max performed on Qtot yields the
same result as individual arg-max operations on each Qi.
        </p>
        <p>
          While more natural, these methods still suffer when
handling larger numbers of agents as Q-learning becomes
infeasible due to noise accumulation caused by many exploratory
actions
          <xref ref-type="bibr" rid="ref5">(Colby et al. 2015)</xref>
          .
To address the scaling issue and improve sample efficiency
the value decomposition networks can be combined with
hierarchical decomposition. This can be done by considering
temporal abstraction layers
          <xref ref-type="bibr" rid="ref28">(Levy, Platt, and Saenko 2017)</xref>
          .
Multiple policies can represent a diverse set of behaviors,
and learning is sped up because the environment can be
explored at higher levels more effectively. Alternatively, in
suitable domains spatial abstractions can be used to speed up
learning. In feudal reinforcement learning
          <xref ref-type="bibr" rid="ref6">(Dayan and
Hinton 1993)</xref>
          the state space is hierarchically subdivided into
increasingly smaller regions at each level of abstraction –
similar to quad-trees in the grid world pathfinding example
they discuss. Each level has an associated Q-function that
is trained by giving lower levels credit for achieving higher
level goals. The experimental results indicate that feudal
reinforcement learning outperforms classic non-hierarchical
Q-learning in their domain. The method we present in the
next section is also based on spatial decomposition.
However, its objective is to generate concurrent actions for
multiple agents and to effectively learn agent policies despite
huge combinatorial action spaces.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Spatial Action Decomposition Learning</title>
      <p>In this work we focus on the MARL challenge of increasing
the number of agents and the resulting combinatorial
explosion of the joint action sets and interactions with other agents
present in the environment, friend or foe. As previously
mentioned, IQL is a quick and simple solution, but does not
guarantee convergence and is poorly suited for modelling all
interactions between agents. On the other hand, fully
combinatorial approaches are better at handling coordination but
don’t scale well with the number of agents.</p>
      <p>
        One approach that showed good results is to estimate the
join action-value of a team of agents as a linear
        <xref ref-type="bibr" rid="ref38">(Sunehag et
al. 2017)</xref>
        or non-linear
        <xref ref-type="bibr" rid="ref34">(Rashid et al. 2018)</xref>
        combination of
individual, per-agent action-values. These per-agent values
condition on agent-local observations, which is required in
a partial observable environment.
        <xref ref-type="bibr" rid="ref34">(Rashid et al. 2018)</xref>
        use
hypernetworks to integrate the full, global state information
into the joint action-value during training.
      </p>
      <sec id="sec-3-1">
        <title>Spatial Action Decomposition Using Sectors</title>
        <p>
          We build on the value decomposition idea, but as we focus
on the number of agents as the main challenge, we choose
to work in a fully observable environment. As such we
don’t have to condition on agent-local observations. We
decompose Qtot into individual values similarly to VDN and
QMIX, but use the full, global state both during training and
evaluation. To handle the large number of agents and the
difficulty introduced by their exploratory actions, we use a
grid based spatial decomposition. We add a sector
abstraction, making the assumption that the joint action value can
be decomposed into value functions across sectors – disjoint
areas of the map – instead of individual agents. We use a
simple sum and leave more complex decompositions such as
QMIX to future work, as experiments in
          <xref ref-type="bibr" rid="ref34">(Rashid et al. 2018)</xref>
          show that non-linear value function factorisation is often not
required for scenarios with homogeneous agent types.
        </p>
        <p>After the sector actions are chosen by the network, each
sector is responsible for emitting low-level actions for each
agent present within, through a separate mechanism. The
sector action can be as simple as selecting which action
script to use to generate actions for the agents within that
particular sector. Besides simple but resource inexpensive
methods, other algorithms that don’t scale as well could be
used due to the smaller problem size, for example search
algorithms if there is a forward model.</p>
        <p>Each sector’s Q-function QSi will be learned implicitly
by the network and will not benefit from any reward
specifically given to sector Si or to any individual agent. Strictly
speaking QSi is more an utility function than a value
function because it does not estimate an expected return by itself.
For simplicity, however, we will continue to call both Qtot
and QSi value functions.</p>
        <p>Each sector chooses its action greedily with respect to its
own QSi , and the joint action Qtot is chosen by maximizing
Pi QSi . The maximization of Qtot can now be performed
in time linear in the number of sectors, which will usually
be much smaller than the number of agents. For this method
to work well, the sectors dimension should be large enough
such that at least a few agents are present in most sectors.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Network Architecture</title>
        <p>To reduce the number of learnable parameters it is
common to use a neural network for each agent and to share
its weights between the agents. This approach can be taken
with sectors as well, but since we have access to the global
state it is more natural to use convolutions to keep the
number of parameters low.</p>
        <p>A deep ConvNet computes higher and higher level
features layer by layer, with the same or possibly different
spatial resolutions. It’s a very good tool for a sector-based
approach: it starts with higher resolution maps with low-level
features and produces lower and lower resolution maps but
with increasingly relevant features until reaching the target
sector granularity.</p>
        <p>An example network used for a grid-like 2-player
combat scenario is shown in Figure 1. There are 5 input feature
planes for a 64 64 grid map. Three of them are Boolean
values indicating unaccessible terrain (e.g. walls), own and
enemy unit presence on each square. Two planes represent
the hit-points of the two armies, each cell containing at most
one agent. More details about the environment used for
experiments can be found in the next section.</p>
        <p>Four convolutional layers with 4 4 stride-2 filters, each
followed by a ReLU nonlinearity and using batch
normalisation, are used to extract features and gradually halve the
map resolution, obtaining activations C1 3 and S1. For
simplicity, at a given resolution level we considered only square
sector configurations of the type W W , resulting in W 2
total sectors. Using a granularity of 2 2 sectors – each 32 32
cells – was not enough to execute complex maneuvers.
Consequently, we start with the 4 4 sector representation of S1,
each sector being responsible for agents within 16 16 cells
on the original map.</p>
        <p>
          In certain situations it might be beneficial to have even
more precise control. For this purpose we can apply the
standard process of deconvolution, also known as transposed or
fractionally-strided convolution
          <xref ref-type="bibr" rid="ref10 ref20">(Dumoulin and Visin 2016)</xref>
          ,
to generate features for more, smaller sectors. For example,
in Figure 1 S1 is upscaled by a factor of 2 to the 8 8
representation of S2 using 2 2 stride-2 filters.
        </p>
        <p>
          Either S1 or S2 can be used to obtain QSi values,
depending on the desired sector granularity. The Q
functions are represented using value and advantage functions
Q(s; a) = V (s) + A(s; a) as recommended by the dueling
architecture
          <xref ref-type="bibr" rid="ref44">(Wang et al. 2016b)</xref>
          . More robust estimates of
the state values can be obtained by decoupling them from
the necessity of being attached to specific actions. For S1
the value function denotes how good the current state is for
each of the 4 4 = 16 sectors, and a corresponding 4 4 1
block V1 can be obtained from S1 using a convolutional
layer with 1 filter of 3 3, stride-1. The advantage
function tells how much better taking a certain action for any
given sector would be compared to the other actions. Using
a number of filters equal to the number of possible actions A
for a sector results in the corresponding 4 4 A block A1.
The argmax over the last dimension gives the action with the
highest advantage value for each of the 16 sectors.
        </p>
        <p>The same output head filters can be applied to any
resolution Si layer to obtain Q-values for a desired sector
granularity. Actions can be emitted based on the values from any of
these layers, either by choosing a specific resolution
beforehand, by taking the max across all resolutions, or even by
adding a separate network component responsible for
learning which sector granularity to pick given the current state.</p>
        <p>Increasing the number of sectors provides more accurate
control over the agents, but also increases the difficulty of
the credit assignment and slows the learning process.
Using fewer sectors and the resulting ability to specify large
scale actions should make the exploration for actions
leading to large rewards more efficient, and unnecessary
micromanagement could be avoided for map areas that are largely
empty or that do not require complex behaviors.</p>
        <p>In this work we focus on spatial decomposition, and opt
for the simple fully convolutional design described above.
Although more sophisticated network blocks could be
designed, and even though temporal abstractions are
compatible with our method, they are not the focus of this paper.
Stacking multiple input frames along the depth dimension,
using gated architectures such as LSTM and GRU, or
learning agent policies that implement the provided sector actions
are left for future work.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Experimental Setting</title>
      <p>In this section we describe the combat scenario problem
to which we apply Spatial Action Decomposition Learning.
We provide details of the state features and training
methodology and evaluate our method’s performance in comparison
to independent Q-learning.</p>
      <sec id="sec-4-1">
        <title>Environment</title>
        <p>Real-time strategy (RTS) games are now a well established
benchmark for the RL community. They offer more
difficult multi-agent challenges compared to previous
environments such as Atari games. In particular, RTS game combat
scenarios are a popular evaluation method for MARL
algorithms, offering mixed cooperative and competitive
multiagent environments. Combat scenarios have been
traditionally used to test algorithms’ ability to scale, from simple
search based methods (Churchill, Saffidine, and Buro 2012;</p>
        <p>C1
32x32x32</p>
        <p>
          C2
16x16x32
Ontan˜o´n 2017) to script and portfolio blended variants
          <xref ref-type="bibr" rid="ref12 ref2 ref27 ref35 ref37 ref44">(Churchill and Buro 2013; Wang et al. 2016a; Lelis 2017)</xref>
          .
        </p>
        <p>
          The StarCraft II Learning Environment (SC2LE)
          <xref ref-type="bibr" rid="ref42">(Vinyals
et al. 2017)</xref>
          is one such popular platform for RL
experiments. However, for our experiments we chose the simpler
but faster many-agent (MAgent) environment
          <xref ref-type="bibr" rid="ref47">(Zheng et al.
2017)</xref>
          . It supports up to a million agents on the same map
while being much less computationally intensive compared
to SC2LE. Moreover, it provides environment/agent
configurations as well as a reward description language that
enables flexible environment design.
        </p>
        <p>In this work we focus on a centralised micro-management
scenario in which two groups of identical units fight on a
grid-world map. The units of the first army are controlled by
the learning method. The opposing units are controlled by a
scripted algorithm that moves towards and focuses fire on its
closest enemies. The initial placement of the units for each
army is randomized at the start of each game: around two
thirds are split randomly among a random number of 2 to 5
orderly groups, while the remaining units are randomly
scattered on the map. An example scenario is shown in Figure 2.
This setup is designed to mimic combat scenarios commonly
occurring in popular RTS games such as StarCraft II. The
small attack range compared to the size of the map and the
number of units and clusters promote smart group
maneuvering which is notoriously hard for agent-centric learning.</p>
        <p>We adopt MAgent’s default combat settings: at each time
step agents can either move to or attack any cell within a
radius of two. When attacking a unit, the attacker’s attack
value is subtracted from the attacked unit’s hit-point value.
Units with hit-point value 0 are removed. The goal is
to accumulate rewards by eliminating all opponents. The
rewards are also closely following the default settings: 5 for
killing an enemy unit, 0:1 for attacking an empty grid cell,
0:2 for attacking an enemy unit, and 1 for being killed
(increased from the 0:1 default value). Additionally, there
is a reward of 100 for killing all enemies. Each game is
restricted to have a length of at most 300 time steps.</p>
        <p>We use the full observability settings: there is no unit
vision limitation or fog of war.</p>
        <p>Necessarily, sector actions should translate into low-level
actions for the agents located within. Here we choose to
use 5 scripted algorithms to do so: four that move units
in each of the cardinal directions and one for
approaching and attacking enemy units, the same attacking script
used by the enemy. In future work these scripts can be
replaced with other fixed or even learnable agent policies,
and the sector action can simply be which of these policies
the agents within should use, similar to a meta-learning
approach (Frans et al. 2017). To avoid switching behaviors too
often and to make exploration easier via temporal
abstraction, the sector action is only changed every k environment
time steps. A value of k = 5 was chosen based on a brief
tuning process. As a note, keeping the sector action fixed for
a number of steps is recommended in conjunction with
moderately intelligent scripts or policies. Otherwise, extremely
basic scripts might move left for 1 step and then keep
colliding into another unit or a wall for the remaining n 1 steps.</p>
        <p>The network input is the global state, a 64 64 grid with
5 feature planes: obstacles, own and enemy units and own
and enemy hit-points. All features are normalised by their
maximum possible values.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Model and Training Settings</title>
        <p>The network used for the sector abstraction is shown in
Figure 1, with actions being emitted on a 4 4 sector
granularity, unless otherwise specified. For IQL, the input is a 13 13
observation centered around the agent’s position, with 7
feature planes. In addition to the 5 already mentioned, there are
two more layers containing minimap information for both
armies. For these layers, the original map unit information
is scaled down to 13 13, and normalised such that each
cell value is equal to the number of units within divided by
total number of alive units. A value of 1 is added to the cell
containing the acting agent, in the allied minimap. These
minimap layers were included to provide the agents
information about the global state.</p>
        <p>The IQL network consists of one 4 4 stride-2
convolutional layer followed by two 3 3 stride-1 convolutional
layers, all three with 32 filters and followed by ReLU
activations and batch normalisation. A linear layer of 256 units
follows, and two output heads for the value and advantage
functions which are summed to extract the final Q-values.</p>
        <p>
          The learning algorithm is based on DQN
          <xref ref-type="bibr" rid="ref29">(Mnih et al.
2015)</xref>
          , with the dueling architecture update and N -step
returns, with N = 3 across all experiments. The replay buffer
contains the most recent 300k experiences. Training starts
after the buffer is populated with 10k experiences. Batches
of 128 experiences are sampled uniformly from the replay
buffer every 128 steps played, and the network parameters
are updated. The target network is updated every 3000 time
steps. All experiments use = 0:99.
        </p>
        <p>
          All networks are trained using the Adam learning
algorithm
          <xref ref-type="bibr" rid="ref22">(Kingma and Ba 2014)</xref>
          with the learning rate
initialized with 0:000625 for our method and with 0:0001 for IQL,
both chosen after brief tuning on a 40 40 scenario with
10 units per army. Exploration during training is performed
using independent "-greedy action selection, in which each
sector chooses its action greedily using only its own QSi .
The " value is annealed from 1:0 to 0:02 over the first 50k
games and kept constant afterwards.
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <p>We train all models with 700k games against the handcrafted
script mentioned in the previous section. After every 1000
training games 100 test games are played independently
with actions chosen greedily in evaluation mode – i.e., "
for exploration is set to 0. In what follows the proportion
of these games in which all enemy units are defeated within
the target time limit is called test win rate.</p>
      <p>Figures 3 and 4 show the test win rate for three single
runs of IQL and Spatial Action Decomposition Learning, on
64 64 grid scenarios with 20, 40, and 80 units for each
side. For the chosen parameter settings IQL fails to learn
how to defeat the script consistently — not even achieving
a 50% win rate. The training also appears to be unstable at
times. As described in the introduction, this may be caused
by all agents exploring simultaneously. We speculate that
using VDNs could mitigate this problem, and isolating the
effect of the sector abstraction, comparison to an IQL+VDN
baseline is on our todo-list.</p>
      <p>Our method shows a more stable learning behavior and
can consistently defeat the opponent in more than 80% of
the games after training. Controlling 80 units well seems
significantly more difficult than 20 or 40, as shown by the
slower learning process. We think this is because there are
more units placed randomly behind the enemy lines.
Grouping allied units while dealing with the enemy’s requires more
complex maneuvering, and often makes consolidation of
one’s army more difficult.</p>
      <p>From a qualitative point of view, our method displays
forms of coordination such as surrounding or attacking the
enemy on a wider front and fleeing from a stronger group
of enemies until regrouping with the rest of the army.
Snapshots from a sample game are shown in Figure 7. We
observed our system often using a small number of units as
bait to split the enemy forces and fighting them one-by-one.</p>
      <p>Learning with a model that uses 8 8 sectors is more
challenging. Firstly, it gets stuck more often in local optima
of predominantly choosing to attack and avoiding move
actions. This is likely due to the more difficult exploration
induced by the 64 sectors. Using mostly attack actions leads
to test win rates around 50%, as expected. After the
convolutional layers and S1 were initialised with weights from
a trained 4 4 sectors model, learning proceeded smoothly
and 75% win rates were reached, as seen in Figure 5.
Building on representations and features learned by the 4 4
model helps exploration in the more difficult 8 8 scenario.
Assigning credit for four times as many sectors is more
difficult and as expected, learning converges more slowly with
the maximum win rate being 10% lower.</p>
      <p>Finally, Figure 6 shows the win rate of the 6 trained
models from Figures 3 and 4 on scenarios with a range of
different starting army sizes, instead of the only one used
throughout the training. Models trained with fewer units do not
generalize well, and both models that learned using a maximum
of 20 units fail to win a single match when controlling more
than 100 units. Sector models trained with more units do not
perform too well in smaller battles either, mostly because
although the network eventually sees states with few units,
they are very differently positioned from the starting states
of small scenarios. Better performance could be obtained by
designing a mixed curriculum of battles. IQL has worse
performance, but using larger armies results in stronger policies
even on the smaller scenarios. That might be because with
IQL, more agents translate into more experience samples.</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions and Future Work</title>
      <p>In this paper we study cooperative-competitive multi-agent
RL with agents learning from a single team reward signal.
Both individual as well as centralized learners fail to scale
successfully with growing team sizes, and decomposing the
joint action-value function into per-agent action-value
functions has previously shown great promise. Here we present
a method that exploits existing spatial action correlations to
decompose the joint action-value function on a per-sector
basis instead, and show its effectiveness in both small and
large scale scenarios. Results for combat scenarios with 20
to 80 units per side show improved performance over simple
scripting and independent Q-learning.</p>
      <p>
        Without a doubt the presented method can be improved
in various ways. For instance, QMIX can be used to
facilitate non-linear Q-value mixing, and low-level sector policies
could be learned rather than using fixed scripts. Also,
skipconnections can be used to enrich high-level features with
low-level map details – providing high-fidelity context to
lower-level action generation. Another interesting research
avenue is a deeper integration of hierarchical action-value
functions operating at different temporal scales
        <xref ref-type="bibr" rid="ref23">(Kulkarni et
al. 2016)</xref>
        , as temporally-abstracted exploration should help
alleviate some of the problems that arise when
decomposing the map in more and more sectors. Another remark is
that while moving agents at a higher level is spatially
correlated, often professional players control close units very
distinctively based on their abilities and the tactical
situation. To allow for such fine-grained control an option would
be the use of very small sectors, or of more complex tactical
algorithms as sector actions. Lastly, one can imagine that
based on the learned Q-functions it may be possible to
focus Monte Carlo tree search similar to AlphaGo
        <xref ref-type="bibr" rid="ref35">(Silver et
al. 2016)</xref>
        to construct much stronger multi-agent systems.
      </p>
      <p>A guide to
conarXiv preprint</p>
    </sec>
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