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Yinyuting Yin

dblp:255/5802 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 2Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
Reinforcement learning · 83% Planning, search and constraint satisfaction · 17%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
deep reinforcement learning
0.412020
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.412020
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020
Games and playful interaction › digital gaming
computer games
0.412020
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.112020
Mastering Complex Control in MOBA Games with Deep Reinforcement Learning · AAAI 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.112020
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020

Methods — techniques the papers use, named apart from their topics

policy distillation · 0.9off-policy adaptation · 0.9multi-head value estimation · 0.9curriculum self-play learning · 0.9attention · 0.4actor-critic · 0.4action mask · 0.4PPO · 0.4
YearPublicationVenuePosition
2020 Mastering Complex Control in MOBA Games with Deep Reinforcement Learning
abstract
We study the reinforcement learning problem of complex action control in the Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far more complicated state and action spaces than those of traditional 1v1 games, such as Go and Atari series, which makes it very difficult to search any policies with human-level performance. In this paper, we present a deep reinforcement learning framework to tackle this problem from the perspectives of both system and algorithm. Our system is of low coupling and high scalability, which enables efficient explorations at large scale. Our algorithm includes several novel strategies, including control dependency decoupling, action mask, target attention, and dual-clip PPO, with which our proposed actor-critic network can be effectively trained in our system. Tested on the MOBA game Honor of Kings, the trained AI agents can defeat top professional human players in full 1v1 games.
Deheng Ye, Mingfei Sun 0001, Bei Shi, Peilin Zhao, Hongsheng Yu, Xipeng Wu, Qingwei Guo, Qiaobo Chen, Yinyuting Yin, Tengfei Shi, Liang Wang 0015, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang
AAAI12
2020 Towards Playing Full MOBA Games with Deep Reinforcement Learning
abstract
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including off-policy adaption, multi-head value estimation, curriculum self-play learning, policy distillation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.
Deheng Ye, Bo Yuan 0008, Fuhao Qiu, Hongsheng Yu, Yinyuting Yin, Bei Shi, Liang Wang 0015, Tengfei Shi, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang, Wei Liu 0005
NeurIPS11