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Main Authors: Qu, Yun, Wang, Boyuan, Shao, Jianzhun, Jiang, Yuhang, Chen, Chen, Ye, Zhenbin, Liu, Lin, Yang, Junfeng, Lai, Lin, Qin, Hongyang, Deng, Minwen, Zhuo, Juchao, Ye, Deheng, Fu, Qiang, Yang, Wei, Yang, Guang, Huang, Lanxiao, Ji, Xiangyang
Format: Preprint
Published: 2024
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Online Access:https://arxiv.org/abs/2408.10556
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author Qu, Yun
Wang, Boyuan
Shao, Jianzhun
Jiang, Yuhang
Chen, Chen
Ye, Zhenbin
Liu, Lin
Yang, Junfeng
Lai, Lin
Qin, Hongyang
Deng, Minwen
Zhuo, Juchao
Ye, Deheng
Fu, Qiang
Yang, Wei
Yang, Guang
Huang, Lanxiao
Ji, Xiangyang
author_facet Qu, Yun
Wang, Boyuan
Shao, Jianzhun
Jiang, Yuhang
Chen, Chen
Ye, Zhenbin
Liu, Lin
Yang, Junfeng
Lai, Lin
Qin, Hongyang
Deng, Minwen
Zhuo, Juchao
Ye, Deheng
Fu, Qiang
Yang, Wei
Yang, Guang
Huang, Lanxiao
Ji, Xiangyang
contents The advancement of Offline Reinforcement Learning (RL) and Offline Multi-Agent Reinforcement Learning (MARL) critically depends on the availability of high-quality, pre-collected offline datasets that represent real-world complexities and practical applications. However, existing datasets often fall short in their simplicity and lack of realism. To address this gap, we propose Hokoff, a comprehensive set of pre-collected datasets that covers both offline RL and offline MARL, accompanied by a robust framework, to facilitate further research. This data is derived from Honor of Kings, a recognized Multiplayer Online Battle Arena (MOBA) game known for its intricate nature, closely resembling real-life situations. Utilizing this framework, we benchmark a variety of offline RL and offline MARL algorithms. We also introduce a novel baseline algorithm tailored for the inherent hierarchical action space of the game. We reveal the incompetency of current offline RL approaches in handling task complexity, generalization and multi-task learning.
format Preprint
id arxiv_https___arxiv_org_abs_2408_10556
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Hokoff: Real Game Dataset from Honor of Kings and its Offline Reinforcement Learning Benchmarks
Qu, Yun
Wang, Boyuan
Shao, Jianzhun
Jiang, Yuhang
Chen, Chen
Ye, Zhenbin
Liu, Lin
Yang, Junfeng
Lai, Lin
Qin, Hongyang
Deng, Minwen
Zhuo, Juchao
Ye, Deheng
Fu, Qiang
Yang, Wei
Yang, Guang
Huang, Lanxiao
Ji, Xiangyang
Artificial Intelligence
Machine Learning
The advancement of Offline Reinforcement Learning (RL) and Offline Multi-Agent Reinforcement Learning (MARL) critically depends on the availability of high-quality, pre-collected offline datasets that represent real-world complexities and practical applications. However, existing datasets often fall short in their simplicity and lack of realism. To address this gap, we propose Hokoff, a comprehensive set of pre-collected datasets that covers both offline RL and offline MARL, accompanied by a robust framework, to facilitate further research. This data is derived from Honor of Kings, a recognized Multiplayer Online Battle Arena (MOBA) game known for its intricate nature, closely resembling real-life situations. Utilizing this framework, we benchmark a variety of offline RL and offline MARL algorithms. We also introduce a novel baseline algorithm tailored for the inherent hierarchical action space of the game. We reveal the incompetency of current offline RL approaches in handling task complexity, generalization and multi-task learning.
title Hokoff: Real Game Dataset from Honor of Kings and its Offline Reinforcement Learning Benchmarks
topic Artificial Intelligence
Machine Learning
url https://arxiv.org/abs/2408.10556