Playing FPS Games with Deep Reinforcement Learning
Guillaume Lample, Devendra Singh Chaplot

TL;DR
This paper introduces a novel deep reinforcement learning architecture for first-person shooter games in 3D environments with partial observability, leveraging game feature information to improve training speed and agent performance.
Contribution
The paper presents the first architecture for 3D FPS games that combines visual input with game feature information, enhancing learning efficiency and agent performance.
Findings
Outperforms built-in game AI agents.
Surpasses human performance in deathmatch scenarios.
Significantly improves training speed and effectiveness.
Abstract
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…
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Taxonomy
TopicsReinforcement Learning in Robotics · Artificial Intelligence in Games · Human Pose and Action Recognition
MethodsSPEED: Separable Pyramidal Pooling EncodEr-Decoder for Real-Time Monocular Depth Estimation on Low-Resource Settings
