Human-level performance in first-person multiplayer games with population-based deep reinforcement learning
Max Jaderberg, Wojciech M. Czarnecki, Iain Dunning, Luke Marris, Guy, Lever, Antonio Garcia Castaneda, Charles Beattie, Neil C. Rabinowitz, Ari S., Morcos, Avraham Ruderman, Nicolas Sonnerat, Tim Green, Louise Deason, Joel Z., Leibo, David Silver, Demis Hassabis

TL;DR
This paper presents a population-based deep reinforcement learning approach enabling agents to achieve human-level performance in a complex multiplayer 3D first-person game, demonstrating advanced behaviors and surpassing human players.
Contribution
Introduces a novel two-tier optimization process with population-based RL agents that learn multi-timescale reasoning and achieve human-level performance in multiplayer 3D environments.
Findings
Agents exceeded strong human win-rates as teammates and opponents
Achieved human-like behaviors such as navigation and defending
Outperformed existing state-of-the-art agents
Abstract
Recent progress in artificial intelligence through reinforcement learning (RL) has shown great success on increasingly complex single-agent environments and two-player turn-based games. However, the real-world contains multiple agents, each learning and acting independently to cooperate and compete with other agents, and environments reflecting this degree of complexity remain an open challenge. In this work, we demonstrate for the first time that an agent can achieve human-level in a popular 3D multiplayer first-person video game, Quake III Arena Capture the Flag, using only pixels and game points as input. These results were achieved by a novel two-tier optimisation process in which a population of independent RL agents are trained concurrently from thousands of parallel matches with agents playing in teams together and against each other on randomly generated environments. Each agent…
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Videos
DeepMind Has A Superhuman Level Quake 3 AI Team! 🚀· youtube
