Many games enjoyed by players primarily consist of a matching system that allows the player to cooperate or compete with other players with similar scores. However, the method of matching only the play score can easily lose interest because it does not consider the opponent's playstyle or strategy. In this study, we propose a self-supervised contrastive learning framework that can enhance the understanding of game replay data to create a more sophisticated matching system. We use actor-critic-based reinforcement learning agents to collect many replay data. We define a positive pair and negative examples to perform contrastive learning. Positive pair is defined by sampling from the frames of the same replay data, otherwise negatives. To evaluate the performance of the proposed framework, we use Facebook ELF, a real-time strategy game, to collect replay data and extract data features from pre-trained neural networks. Furthermore, we apply k-means clustering with the extracted features to visually demonstrate that different play patterns and proficiencies can be clustered appropriately. We present our clustering results on replay data and show that the proposed framework understands the nature of the data with consecutive frames.
The game industry has been continually evolving under the name of e-sports. As various competitions are held, it is important to provide viewers with relevant game-related information. In particular, predicting the final outcome of a game based on certain situations is one of the players’ main interests. However, in strategy games such as StarCraft II, it is difficult to predict outcomes because of many factors including the various units, their combinations, and unit upgrades. Previous studies predicted win or loss using only partial information such as the image information of a specific time frame. In this study, we propose the win-lose prediction model using feature information of game images sequentially based on 3-dimensional convolutional neural networks.
We explore deep Reinforcement Learning(RL) algorithms for scalping trading and knew that there is no appropriate trading gym and agent examples. Thus we propose gym and agent like Open AI gym in finance. Not only that, we introduce new RL framework based on our hybrid algorithm which leverages between supervised learning and RL algorithm and uses meaningful observations such order book and settlement data from experience watching scalpers trading. That is very crucial information for traders behavior to be decided. To feed these data into our model, we use spatio-temporal convolution layer, called Conv3D for order book data and temporal CNN, called Conv1D for settlement data. Those are preprocessed by episode filter we developed. Agent consists of four sub agents divided to clarify their own goal to make best decision. Also, we adopted value and policy based algorithm to our framework. With these features, we could make agent mimic scalpers as much as possible. In many fields, RL algorithm has already begun to transcend human capabilities in many domains. This approach could be a starting point to beat human in the financial stock market, too and be a good reference for anyone who wants to design RL algorithm in real world domain. Finally, weexperiment our framework and gave you experiment progress.
StarCraft, one of the most popular real-time strategy games, is a compelling environment for artificial intelligence research for both micro-level unit control and macro-level strategic decision making. In this study, we address an eminent problem concerning macro-level decision making, known as the 'fog-of-war', which rises naturally from the fact that information regarding the opponent's state is always provided in the incomplete form. For intelligent agents to play like human players, it is obvious that making accurate predictions of the opponent's status under incomplete information will increase its chance of winning. To reflect this fact, we propose a convolutional encoder-decoder architecture that predicts potential counts and locations of the opponent's units based on only partially visible and noisy information. To evaluate the performance of our proposed method, we train an additional classifier on the encoder-decoder output to predict the game outcome (win or lose). Finally, we designed an agent incorporating the proposed method and conducted simulation games against rule-based agents to demonstrate both effectiveness and practicality. All experiments were conducted on actual game replay data acquired from professional players.