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Training an Agent for FPS Doom Game using Visual Reinforcement Learning and VizDoom
Because of the recent success and advancements in deep mind technologies, it is now used to train agents using deep learning for first-person shooter games that are often outperforming human players by means of only screen raw pixels to create their decisions. A visual Doom AI Competition is organiz...
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Published in: | International journal of advanced computer science & applications 2017-01, Vol.8 (12) |
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Main Authors: | , , , , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that cite this one |
Online Access: | Get full text |
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Summary: | Because of the recent success and advancements in deep mind technologies, it is now used to train agents using deep learning for first-person shooter games that are often outperforming human players by means of only screen raw pixels to create their decisions. A visual Doom AI Competition is organized each year on two different tracks: limited death-match on a known map and a full death-match on an unknown map for evaluating AI agents, because computer games are the best test-beds for testing and evaluating different AI techniques and approaches. The competition is ranked based on the number of frags each agent achieves. In this paper, training a competitive agent for playing Doom’s (FPS Game) basic scenario(s) in a semi-realistic 3D world ‘VizDoom’ using the combination of convolutional Deep learning and Q-learning by considering only the screen raw pixels in order to exhibit agent’s usefulness in Doom is proposed. Experimental results show that the trained agent outperforms average human player and inbuilt game agents in basic scenario(s) where only move left, right and shoot actions are allowed. |
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ISSN: | 2158-107X 2156-5570 |
DOI: | 10.14569/IJACSA.2017.081205 |