With the breakthrough of AlphaGo, deep reinforcement learning has become a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning difficult to apply in a wide range of areas. Many methods have been developed for sample efficient deep reinforcement learning, such as environment modelling, experience transfer, and distributed modifications, among which distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analysing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing the usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping that this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.
With the breakthrough of AlphaGo, human-computer gaming AI has ushered in a big explosion, attracting more and more researchers all over the world. As a recognized standard for testing artificial intelligence, various human-computer gaming AI systems (AIs) have been developed, such as Libratus, OpenAI Five, and AlphaStar, which beat professional human players. The rapid development of human-computer gaming AIs indicates a big step for decision-making intelligence, and it seems that current techniques can handle very complex human-computer games. So, one natural question arises: What are the possible challenges of current techniques in human-computer gaming and what are the future trends? To answer the above question, in this paper, we survey recent successful game AIs, covering board game AIs, card game AIs, first-person shooting game AIs, and real-time strategy game AIs. Through this survey, we 1) compare the main difficulties among different kinds of games and the corresponding techniques utilized for achieving professional human-level AIs; 2) summarize the mainstream frameworks and techniques that can be properly relied on for developing AIs for complex human-computer games; 3) raise the challenges or drawbacks of current techniques in the successful AIs; and 4) try to point out future trends in human-computer gaming AIs. Finally, we hope that this brief review can provide an introduction for beginners and inspire insight for researchers in the field of AI in human-computer gaming.
Despite the potential of Multi-Agent Reinforcement Learning (MARL) in addressing numerous complex tasks, training a single team of MARL agents to handle multiple diverse team tasks remains a challenge. In this paper, we introduce a novel Multi-task method based on Knowledge Transfer in cooperative MARL (MKT-MARL). By learning from task-specific teachers, our approach empowers a single team of agents to attain expert-level performance in multiple tasks. MKT-MARL utilizes a knowledge distillation algorithm specifically designed for the multi-agent architecture, which rapidly learns a team control policy incorporating common coordinated knowledge from the experience of task-specific teachers. Additionally, we enhance this training with teacher annealing, gradually shifting the model's learning from distillation towards environmental rewards. This enhancement helps the multi-task model surpass its single-task teachers. We extensively evaluate our algorithm using two commonly-used benchmarks: StarCraft II micro-management and multi-agent particle environment. The experimental results demonstrate that our algorithm outperforms both the single-task teachers and a jointly-trained team of agents. Extensive ablation experiments illustrate the effectiveness of the supervised knowledge transfer and the teacher annealing strategy.