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Matej Straka

Publications and source records attributed to Matej Straka.

3 recordsLinked to original sources

Superhuman AI for Generals.io Using Self-Play Reinforcement Learning

We present a superhuman AI agent for Generals.io, a real-time strategy game that requires both long-horizon planning and short-term tactics under strong imperfect information. Trained for four days on 4x NVIDIA H200 GPUs, our agent reaches #1 on the public 1v1 leaderboard of over 5,000 human players, leading the second-ranked player by the same margin that separates second place from 25th, and beats the two top-ranked humans head-to-head with a combined 199-70 record across 269 ladder matches. A key enabler is a JAX-native simulator that reaches tens of millions of frames per second on a single GPU, roughly a 10,000x speedup over the prior simulator. On top of this, we train a vision transformer policy end-to-end by self-play with a policy-gradient loop and sparse win/loss reward, using top-advantage sample filtering and an exponential moving average of the policy parameters. Taken together, our findings highlight what matters, and what does not, once a fast simulator removes the data bottleneck.

cs.LG

SAM2RL: Towards Reinforcement Learning Memory Control in Segment Anything Model 2

Segment Anything Model 2 (SAM 2) has demonstrated strong performance in object segmentation tasks and has become the state-of-the-art for visual object tracking. The model stores information from previous frames in a memory bank, enabling temporal consistency across video sequences. Recent methods augment SAM 2 with hand-crafted update rules to better handle distractors, occlusions, and object motion. We propose a fundamentally different approach using reinforcement learning for optimizing memory updates in SAM 2 by framing memory control as a sequential decision-making problem. In an overfitting setup with a separate agent per video, our method achieves a relative improvement over SAM 2 that exceeds by more than three times the gains of existing heuristics. These results reveal the untapped potential of the memory bank and highlight reinforcement learning as a powerful alternative to hand-crafted update rules for memory control in visual object tracking.

cs.CV

Artificial Generals Intelligence: Mastering Generals.io with Reinforcement Learning

We introduce a real-time strategy game environment based on Generals.io, a game with thousands of weekly active players. Our environment is fully compatible with Gymnasium and PettingZoo and is capable of running thousands of frames per second on commodity hardware. We also present a reference agent, trained with supervised pre-training and self-play, which reached the top 0.003% of the 1v1 human leaderboard after only 36 hours on a single H100 GPU. To accelerate learning, we incorporate potential-based reward shaping and memory features. Our contributions of a modular RTS benchmark and a competitive baseline agent provide an accessible yet challenging platform for advancing multi-agent reinforcement learning research. The documented code, together with examples and tutorials, is available at https://github.com/strakam/generals-bots.

cs.LG