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Playing Doom with Deep Reinforcement Learning (arxiv.org)
3 points by pmalynin on Jan 17, 2018 | hide | past | pdf | discuss on HN

In plain words: A computer agent learns to play a 3D shooter from screen images alone, using extra hints about enemies and items only while training to speed up learning. It beat the game's built-in opponents and human players in deathmatch.

Abstract · 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.

Guillaume Lample, Devendra Singh Chaplot
arXiv:1609.05521 · cs.AI, cs.LG · submitted Sep 18, 2016 · updated Jan 29, 2018
abstract · pdf · html · The authors contributed equally to this work

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Also discussed: Sep 2016 (61 points, 19 comments)