Playing Card-Based RTS Games with Deep Reinforcement Learning

Authors: Tianyu Liu, Zijie Zheng, Hongchang Li, Kaigui Bian, Lingyang Song

IJCAI 2019 | Conference PDF | Archive PDF | Plain Text | LLM Run Details

Reproducibility Variable Result LLM Response
Research Type Experimental Comprehensive experiments are performed on Clash Royale1, a popular mobile card-based RTS game. Empirical results show that the SEAT model agent makes it to reach a high winning rate against rule-based agents and decision-treebased agent.
Researcher Affiliation Collaboration Tianyu Liu1 , Zijie Zheng1 , Hongchang Li2 , Kaigui Bian1 and Lingyang Song1 1School of EECS, Peking University 2Babeltime Technology Co.
Pseudocode Yes Algorithm 1 SEAT Model
Open Source Code No The paper does not provide any concrete access information (specific repository link, explicit code release statement, or code in supplementary materials) for the methodology described.
Open Datasets No A simulation environment of CR on Windows platform is produced for experiments of our model.
Dataset Splits No The paper does not provide specific dataset split information (exact percentages, sample counts, citations to predefined splits, or detailed splitting methodology) needed to reproduce the data partitioning.
Hardware Specification No The paper does not provide specific hardware details (exact GPU/CPU models, processor types with speeds, memory amounts, or detailed computer specifications) used for running its experiments.
Software Dependencies No The paper mentions that "The SEAT model is implemented in Py Torch" but does not provide specific version numbers for PyTorch or any other software dependencies.
Experiment Setup Yes Hyperparameters not specified in last section include discount factor γ (set as 1), the update period N of θ = θ (set as 10) and the abandoning-rate ϵ (set as 0.0 and 0.5 for contrast experiments).