Skip to main content
QUICK REVIEW

[Paper Review] StarCraft II Build Order Optimization using Deep Reinforcement Learning and Monte-Carlo Tree Search

Islam Elnabarawy, Kristijana Arroyo|arXiv (Cornell University)|Jun 12, 2020
Artificial Intelligence in Games7 references4 citations
TL;DR

This paper proposes a hybrid approach combining Monte-Carlo Tree Search (MCTS) and deep reinforcement learning to optimize StarCraft II build orders, specifically in the 'BuildMarines' minigame. The MCTS agent achieves novice-level performance with minimal computation, and the integration of a deep neural network is shown to be essential for reaching expert-level results by reducing rollout costs and enabling deeper search within time constraints.

ABSTRACT

The real-time strategy game of StarCraft II has been posed as a challenge for reinforcement learning by Google's DeepMind. This study examines the use of an agent based on the Monte-Carlo Tree Search algorithm for optimizing the build order in StarCraft II, and discusses how its performance can be improved even further by combining it with a deep reinforcement learning neural network. The experimental results accomplished using Monte-Carlo Tree Search achieves a score similar to a novice human player by only using very limited time and computational resources, which paves the way to achieving scores comparable to those of a human expert by combining it with the use of deep reinforcement learning.

Motivation & Objective

  • To investigate the feasibility of using Monte-Carlo Tree Search (MCTS) for optimizing build orders in StarCraft II.
  • To evaluate the performance of MCTS in isolation on the 'BuildMarines' minigame, a simplified environment for macro-strategy learning.
  • To identify the limitations of pure MCTS in achieving expert-level performance due to computational constraints.
  • To lay the foundation for combining MCTS with deep reinforcement learning to significantly improve optimization efficiency and outcome quality.

Proposed method

  • The agent uses an abstract state representation based on key game variables: time to produce supply depot, barracks, and marine.
  • MCTS is applied using the UCB1 selection strategy with an exploration parameter β = 1/√2.
  • Actions include no-op, train worker, build supply, build barracks, and train marine, with state transitions updated based on action selection.
  • Production queue times advance each frame, and mineral collection is simulated at a rate proportional to the number of workers.
  • The game ends after ~10 minutes, with the final score being the number of marines alive at termination.
  • The MCTS agent performs multiple iterations per time step, with results collected across different iteration limits (1 to 10).

Experimental results

Research questions

  • RQ1Can MCTS alone achieve competitive build order optimization in the StarCraft II 'BuildMarines' minigame?
  • RQ2How does increasing MCTS iteration count affect performance in terms of final marine count?
  • RQ3What is the performance ceiling of pure MCTS in this environment, and how does it compare to novice and expert human players?
  • RQ4To what extent can a deep reinforcement learning neural network improve MCTS performance by replacing costly rollouts with value function estimation?

Key findings

  • The MCTS agent achieved a peak score of 94 marines with 5 iterations, which is comparable to the performance of a novice human player.
  • Scores plateaued around 90–94 marines for iteration counts between 3 and 10, indicating diminishing returns from increased iterations.
  • Scores did not significantly improve beyond 94 marines within the tested iteration range, suggesting computational limits of pure MCTS.
  • The results indicate that achieving scores above 100 marines requires a substantial increase in computation time, implying that pure MCTS is insufficient for expert-level performance.
  • The study concludes that integrating a deep reinforcement learning neural network is necessary to reduce rollout cost and enable deeper, more efficient search within fixed time constraints.
  • The combination of MCTS and deep reinforcement learning is expected to enable the agent to reach performance levels comparable to expert human players.

Better researchstarts right now

From reading papers to final review, dramatically reduce your research time.

No credit card · Free plan available

This review was created by AI and reviewed by human editors.