Abstract:Competitive Pok\'emon Singles (CPS) is a popular strategy game where players learn to exploit their opponent based on imperfect information in battles that can last more than one hundred stochastic turns. AI research in CPS has been led by heuristic tree search and online self-play, but the game may also create a platform to study adaptive policies trained offline on large datasets. We develop a pipeline to reconstruct the first-person perspective of an agent from logs saved from the third-person perspective of a spectator, thereby unlocking a dataset of real human battles spanning more than a decade that grows larger every day. This dataset enables a black-box approach where we train large sequence models to adapt to their opponent based solely on their input trajectory while selecting moves without explicit search of any kind. We study a progression from imitation learning to offline RL and offline fine-tuning on self-play data in the hardcore competitive setting of Pok\'emon's four oldest (and most partially observed) game generations. The resulting agents outperform a recent LLM Agent approach and a strong heuristic search engine. While playing anonymously in online battles against humans, our best agents climb to rankings inside the top 10% of active players.
Abstract:Language models trained on diverse datasets unlock generalization by in-context learning. Reinforcement Learning (RL) policies can achieve a similar effect by meta-learning within the memory of a sequence model. However, meta-RL research primarily focuses on adapting to minor variations of a single task. It is difficult to scale towards more general behavior without confronting challenges in multi-task optimization, and few solutions are compatible with meta-RL's goal of learning from large training sets of unlabeled tasks. To address this challenge, we revisit the idea that multi-task RL is bottlenecked by imbalanced training losses created by uneven return scales across different tasks. We build upon recent advancements in Transformer-based (in-context) meta-RL and evaluate a simple yet scalable solution where both an agent's actor and critic objectives are converted to classification terms that decouple optimization from the current scale of returns. Large-scale comparisons in Meta-World ML45, Multi-Game Procgen, Multi-Task POPGym, Multi-Game Atari, and BabyAI find that this design unlocks significant progress in online multi-task adaptation and memory problems without explicit task labels.