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Beyond Real Time Strategy —
Introducing Parabellum
Noah Syrkis
May 21, 2025
1 |
Beyond Real Time Strategy
2 |
Functional and differential
3 |
Simulation Design
4 |
Projects using Parabellum
1 |
Beyond Real Time Strategy
▶
Real life is high fidelity but expensive, unparallizable, and slow
▶
Parabellum is a StarCraft II
¹
like war-game simulator where:
▶
Arbitrary numbers of parallel simulations can be run …
¹
Famous Real-time strategy (RTS) game
1 of
7
1 |
Beyond Real Time Strategy
▶
Real life is high fidelity but expensive, unparallizable, and slow
▶
Parabellum is a StarCraft II
¹
like war-game simulator where:
▶
Arbitrary numbers of parallel simulations can be run …
▶
… at speeds far beyond real-time …
¹
Famous Real-time strategy (RTS) game
1 of
7
1 |
Beyond Real Time Strategy
▶
Real life is high fidelity but expensive, unparallizable, and slow
▶
Parabellum is a StarCraft II
¹
like war-game simulator where:
▶
Arbitrary numbers of parallel simulations can be run …
▶
… at speeds far beyond real-time …
▶
… with 10s of thousands of units each
¹
Famous Real-time strategy (RTS) game
1 of
7
2 |
Functional and differential
▶
Written entirely in JAX
[1]
, Parabellum is:
▶
trivially vectorized with JAX’s
vmap
function,
▶
and parallellized across devices with
pmap
▶
Can be integrated in deep learning training setups
▶
Allows for boosting model strategizing capabilities
2 of
7
3 |
Simulation Design
▶
Follows the industry Gym API
[2]
▶
Trajectories are (
𝑠
𝑡
,
𝑎
𝑡
)–tuple sequences
▶
As per
Figure 1
there are no rewards
State
𝑠
𝑡
+
1
State
𝑠
𝑡
Observation
𝑜
𝑡
Action
𝑎
𝑡
Step
𝑡
Figure 1: Diagram of rewardless partially observ
able markov decision process (POMDP)
3 of
7
3 |
Simulation Design
)
4 of
7
3 |
Simulation Design
▶
A given state is a (position, health, cooldown)–tuple
▶
Non-changing features of the game are encoded in a scene object
▶
The scene includes terrain raster map unit-type information (attack and sight ranges, etc.)
▶
Any location on Earth can be loaded into the terrain
¹
▶
The observation includes location, health, type and team information on units in sight
¹
Based on OpenStreetMap data
5 of
7
4 |
Projects using Parabellum
▶
HIVE
: Behavior tree based approaches for unit control
[3]
▶
llllll
¹
: a large language / foundation model based command and control simulator
▶
The Nebellum Project
²
: Monitoring to what extent rules of engagement are followed in specific
military encounters
¹
llllll.syrkis.com
²
nebellum.com
6 of
7
References
[1]
J. Bradbury
et al.
, “JAX: Composable Transformations of Python+NumPy Programs.” 2018.
[2]
M. Towers
et al.
, “Gymnasium: A Standard Interface for Reinforcement Learning Environments.”
Mar. 2025.
[3]
T. Anne
et al.
, “Harnessing Language for Coordination: A Framework and Benchmark for
LLM-Driven Multi-Agent Control,” no. arXiv:2412.11761. arXiv, Dec. 2024. doi:
10.48550/
arXiv.2412.11761
.
7 of
7
Beyond Real Time Strategy —
Introducing Parabellum
Noah Syrkis
May 21, 2025
1 |
Beyond Real Time Strategy
2 |
Functional and differential
3 |
Simulation Design
4 |
Projects using Parabellum
1 |
Beyond Real Time Strategy
▶
Real life is high fidelity but expensive, unparallizable, and slow
▶
Parabellum is a StarCraft II
¹
like war-game simulator where:
▶
Arbitrary numbers of parallel simulations can be run …
¹
Famous Real-time strategy (RTS) game
1 of
7
1 |
Beyond Real Time Strategy
▶
Real life is high fidelity but expensive, unparallizable, and slow
▶
Parabellum is a StarCraft II
¹
like war-game simulator where:
▶
Arbitrary numbers of parallel simulations can be run …
▶
… at speeds far beyond real-time …
¹
Famous Real-time strategy (RTS) game
1 of
7
1 |
Beyond Real Time Strategy
▶
Real life is high fidelity but expensive, unparallizable, and slow
▶
Parabellum is a StarCraft II
¹
like war-game simulator where:
▶
Arbitrary numbers of parallel simulations can be run …
▶
… at speeds far beyond real-time …
▶
… with 10s of thousands of units each
¹
Famous Real-time strategy (RTS) game
1 of
7
2 |
Functional and differential
▶
Written entirely in JAX
[1]
, Parabellum is:
▶
trivially vectorized with JAX’s
vmap
function,
▶
and parallellized across devices with
pmap
▶
Can be integrated in deep learning training setups
▶
Allows for boosting model strategizing capabilities
2 of
7
3 |
Simulation Design
▶
Follows the industry Gym API
[2]
▶
Trajectories are (
𝑠
𝑡
,
𝑎
𝑡
)–tuple sequences
▶
As per
Figure 1
there are no rewards
State
𝑠
𝑡
+
1
State
𝑠
𝑡
Observation
𝑜
𝑡
Action
𝑎
𝑡
Step
𝑡
Figure 1: Diagram of rewardless partially observ
able markov decision process (POMDP)
3 of
7
3 |
Simulation Design
)
4 of
7
3 |
Simulation Design
▶
A given state is a (position, health, cooldown)–tuple
▶
Non-changing features of the game are encoded in a scene object
▶
The scene includes terrain raster map unit-type information (attack and sight ranges, etc.)
▶
Any location on Earth can be loaded into the terrain
¹
▶
The observation includes location, health, type and team information on units in sight
¹
Based on OpenStreetMap data
5 of
7
4 |
Projects using Parabellum
▶
HIVE
: Behavior tree based approaches for unit control
[3]
▶
llllll
¹
: a large language / foundation model based command and control simulator
▶
The Nebellum Project
²
: Monitoring to what extent rules of engagement are followed in specific
military encounters
¹
llllll.syrkis.com
²
nebellum.com
6 of
7
References
[1]
J. Bradbury
et al.
, “JAX: Composable Transformations of Python+NumPy Programs.” 2018.
[2]
M. Towers
et al.
, “Gymnasium: A Standard Interface for Reinforcement Learning Environments.”
Mar. 2025.
[3]
T. Anne
et al.
, “Harnessing Language for Coordination: A Framework and Benchmark for
LLM-Driven Multi-Agent Control,” no. arXiv:2412.11761. arXiv, Dec. 2024. doi:
10.48550/
arXiv.2412.11761
.
7 of
7