2018
DOI: 10.48550/arxiv.1807.01960
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Deep Reinforcement Learning for Doom using Unsupervised Auxiliary Tasks

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“…Their approach successfully learned a competitive FPS agent by minimizing a Q-learning objective and showed better performance than average human players. Following this success, more work on learning FPS game agents has been proposed, such as Arnold [29] which benefits from the Action-Navigation architecture, Divide and Conquer deep reinforcement learning [30] which further refined the idea of separating the control strategies of map exploration from enemy combat. Although these methods have shown promising results, their training and evaluation context is largely limited to old-fashioned video games with relatively small world sizes, such as VizDoom (originally 1993) and Quake 3 (originally 1999).…”
Section: Related Workmentioning
confidence: 99%
“…Their approach successfully learned a competitive FPS agent by minimizing a Q-learning objective and showed better performance than average human players. Following this success, more work on learning FPS game agents has been proposed, such as Arnold [29] which benefits from the Action-Navigation architecture, Divide and Conquer deep reinforcement learning [30] which further refined the idea of separating the control strategies of map exploration from enemy combat. Although these methods have shown promising results, their training and evaluation context is largely limited to old-fashioned video games with relatively small world sizes, such as VizDoom (originally 1993) and Quake 3 (originally 1999).…”
Section: Related Workmentioning
confidence: 99%