Summary
This paper introduces a DRL model named AnonymizedAI, which is the first DRL method to win the IEEE microRTS competition. It defeated two prior competition winners in the IEEE microRTS (μRTS) competitions hosted at CIG and CoG. Its success largely benefits from iteratively fine-tuning the base policy and transfer learning to specific maps, which can be an economic method for training low-cost and efficient DRL agents.
Strengths
**Originality:**
This paper presents a novel DRL training paradigm, which fine-tunes the base policy and transfers the policy to new scenarios. The proposed method won the IEEE microRTS competitions.
**Quality:**
To demonstrate the priority of the proposed method, this paper conducted massive experiments and presents detailed implementation of the novel method. The experimental results in the microRTS scenarios are convincing.
**Clarity:**
Overall, this paper is easy to follow. This article dedicates a considerable amount of text to elaborating on various technical details.
**Significance:**
This paper investigates an important research problem, i.e., training RTS AI efficiently with DRL. The proposed training method brings insights to the DRL community
Weaknesses
Despite the fact that this paper presents a paper with convincing experimental results, I list some weaknesses:
1. This paper covers a considerable amount of text on technical details, such as policy networks and speeding up inference. However, it is hard to gain insights for training DRL agents on other complex scenarios, such as Mahjong and Stratego. [See the questions below]
2. The proposed method is a combination of prior methods. Contribution on DRL algorithm is limited.
3. Discussions on some related works are missing, such as SCC [1], it achieves top human performance defeating GrandMaster players in test matches and top professional players in a live StarCraft II event with order of magnitude less computation.
**Reference:**
[1] Wang et al. SCC: an efficient deep reinforcement learning agent mastering the game of StarCraft II.
Questions
1. In Sec. 2.1, why self-play failed in UAS and GridNet?
2. Why did not you use supervised learning?
3. Why does AnonymizedAI load 7 different policy networks?
4. What is Squnet?
5. What is the key takeaway for readers who want to use this proposed pipeline to train DRL agents on other complex scenarios, such as Stratego, Mahjong, PUBG and Honour of Kings?
Rating
5: marginally below the acceptance threshold
Confidence
4: You are confident in your assessment, but not absolutely certain. It is unlikely, but not impossible, that you did not understand some parts of the submission or that you are unfamiliar with some pieces of related work.