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Implementation of Self-Play Training for Real-Time Environments #252
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I've made some progress in understanding the system's functionality. It appears that the default gym environment doesn't natively support multiplayer capabilities. In light of this, I'm currently working on integrating the environment from https://github.com/Farama-Foundation/stable-retro to lightzero, which offers multiplayer support, and then implementing self-learning. If my implementation proves successful and aligns with your project's interests, I'd be happy to submit a pull request. However, I'm still very interested in any insights or best practices you might have regarding the optimal implementation approach. Your guidance would be invaluable in this process. |
Hello, as you mentioned, we are currently using self-play training primarily in board games and plan to extend UniZero to these games in the near future. Regarding implementing self-play training in real-time environments, it currently requires the environment to be a two-player game, which is not applicable to most Atari games since they are mostly single-player. If you wish to adapt an environment that supports multiplayer games into the LightZero library and conduct self-play training, you can follow these steps:
Thank you for your interest. Feel free to reach out with any questions. |
I'm currently conducting experiments with the UniZero neural network using your library. I'm particularly interested in understanding the feasibility of implementing self-play training for UniZero in real-time environments, such as Atari games and similar platforms.
Upon examining the codebase, I noticed that self-play is currently implemented for board games. However, I'm finding it challenging to assess the extent of work required to extend this functionality to real-time environments.
Could you provide some insights on the following:
Your expertise and guidance would be greatly appreciated in helping me navigate this aspect of the library.
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