Playing FPS Games with Deep Reinforcement Learning
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments that are fully observable to the agent. In this paper, we present the first architecture to tackle 3D environments in first-person shooter games, that involve partially observable states. Typically, deep reinforcement learning methods only utilize visual input for training. We present a method to augment these models to exploit game feature information such as the presence of enemies or items, during the training phase. Our model is trained to simultaneously learn these features along with minimizing a Q-learning objective, which is shown to dramatically improve the training speed and performance of our agent. Our architecture is also modularized to allow different models to be independently trained for different phases of the game. We show that the proposed architecture substantially outperforms built-in AI agents of the game as well as humans in deathmatch scenarios.
Code (7)
Tasks
Deep Reinforcement LearningFPS GamesGame of DoomQ-Learningreinforcement-learningReinforcement LearningReinforcement Learning (RL)Methods 이 논문이 사용한 방법론
Similar Papers 제목 키워드 기반
Monte Carlo Q-learning for General Game Playing
After the recent groundbreaking results of AlphaGo, we have seen a strong interest in reinforcement learning in game playing. General Game Playing (GGP) provides a good testbed for reinforcement learning. In GGP, a speci…
Board GamesQ-Learningreinforcement-learningReinforcement Learning+1Towards Playing Full MOBA Games with Deep Reinforcement Learning
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has…
AI AgentDeep Reinforcement LearningDota 2reinforcement-learning+2ExIt-OOS: Towards Learning from Planning in Imperfect Information Games
The current state of the art in playing many important perfect information games, including Chess and Go, combines planning and deep reinforcement learning with self-play. We extend this approach to imperfect information…
Deep Reinforcement Learningreinforcement-learningReinforcement LearningReinforcement Learning (RL)Thespian: Multi-Character Text Role-Playing Game Agents
Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular c…
Few-Shot LearningDeep Reinforcement Learning for Playing 2.5D Fighting Games
Deep reinforcement learning has shown its success in game playing. However, 2.5D fighting games would be a challenging task to handle due to ambiguity in visual appearances like height or depth of the characters. Moreove…
Deep Reinforcement LearningOpenAI Gymreinforcement-learningReinforcement Learning+1