16,471 research outputs found
Learning to Play General Video-Games via an Object Embedding Network
Deep reinforcement learning (DRL) has proven to be an effective tool for
creating general video-game AI. However most current DRL video-game agents
learn end-to-end from the video-output of the game, which is superfluous for
many applications and creates a number of additional problems. More
importantly, directly working on pixel-based raw video data is substantially
distinct from what a human player does.In this paper, we present a novel method
which enables DRL agents to learn directly from object information. This is
obtained via use of an object embedding network (OEN) that compresses a set of
object feature vectors of different lengths into a single fixed-length unified
feature vector representing the current game-state and fulfills the DRL
simultaneously. We evaluate our OEN-based DRL agent by comparing to several
state-of-the-art approaches on a selection of games from the GVG-AI
Competition. Experimental results suggest that our object-based DRL agent
yields performance comparable to that of those approaches used in our
comparative study.Comment: To appear in IEEE CIG201
Deep learning for video game playing
In this article, we review recent Deep Learning advances in the context of
how they have been applied to play different types of video games such as
first-person shooters, arcade games, and real-time strategy games. We analyze
the unique requirements that different game genres pose to a deep learning
system and highlight important open challenges in the context of applying these
machine learning methods to video games, such as general game playing, dealing
with extremely large decision spaces and sparse rewards
AI for Classic Video Games using Reinforcement Learning
Deep reinforcement learning is a technique to teach machines tasks based on trial and error experiences in the way humans learn. In this paper, some preliminary research is done to understand how reinforcement learning and deep learning techniques can be combined to train an agent to play Archon, a classic video game. We compare two methods to estimate a Q function, the function used to compute the best action to take at each point in the game. In the first approach, we used a Q table to store the states and weights of the corresponding actions. In our experiments, this method converged very slowly. Our second approach was similar to that of [1]: We used a convolutional neural network (CNN) to determine a Q function. This deep neural network model successfully learnt to control the Archon player using keyboard event that it generated. We observed that the second approaches Q function converged faster than the first. For the latter method, the neural net was trained only using prediodic screenshots taken while it was playing. Experiments were conducted on a machine that did not have a GPU, so our training was slower as compared to [1]
- …