Deep Reinforcement Learning for Navigation in AAA Video Games
Eloi Alonso, Maxim Peter, David Goumard, Joshua Romoff

TL;DR
This paper introduces a Deep Reinforcement Learning approach for NPC navigation in complex 3D video game environments, overcoming NavMesh limitations and enabling navigation with advanced movement abilities.
Contribution
It presents a novel Deep RL method for 3D map navigation that handles complex environments and abilities beyond traditional NavMesh constraints.
Findings
Achieves at least 90% success rate in complex 3D environments.
Successfully models navigation in a map based on a AAA game.
Demonstrates robustness in large-scale, complex scenarios.
Abstract
In video games, non-player characters (NPCs) are used to enhance the players' experience in a variety of ways, e.g., as enemies, allies, or innocent bystanders. A crucial component of NPCs is navigation, which allows them to move from one point to another on the map. The most popular approach for NPC navigation in the video game industry is to use a navigation mesh (NavMesh), which is a graph representation of the map, with nodes and edges indicating traversable areas. Unfortunately, complex navigation abilities that extend the character's capacity for movement, e.g., grappling hooks, jetpacks, teleportation, or double-jumps, increases the complexity of the NavMesh, making it intractable in many practical scenarios. Game designers are thus constrained to only add abilities that can be handled by a NavMesh if they want to have NPC navigation. As an alternative, we propose to use Deep…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
