AICVMLDec 1, 2016

Playing Doom with SLAM-Augmented Deep Reinforcement Learning

arXiv:1612.00380v170 citations
Originality Incremental advance
AI Analysis

This addresses policy learning challenges in 3D games for AI agents, though it is an incremental improvement over existing deep reinforcement learning methods.

The authors tackled policy learning in complex 3D game environments like Doom, which suffer from partial observability and exploration challenges, by augmenting raw image input with object detection and localization; their approach consistently learned better policies than baseline methods.

A number of recent approaches to policy learning in 2D game domains have been successful going directly from raw input images to actions. However when employed in complex 3D environments, they typically suffer from challenges related to partial observability, combinatorial exploration spaces, path planning, and a scarcity of rewarding scenarios. Inspired from prior work in human cognition that indicates how humans employ a variety of semantic concepts and abstractions (object categories, localisation, etc.) to reason about the world, we build an agent-model that incorporates such abstractions into its policy-learning framework. We augment the raw image input to a Deep Q-Learning Network (DQN), by adding details of objects and structural elements encountered, along with the agent's localisation. The different components are automatically extracted and composed into a topological representation using on-the-fly object detection and 3D-scene reconstruction.We evaluate the efficacy of our approach in Doom, a 3D first-person combat game that exhibits a number of challenges discussed, and show that our augmented framework consistently learns better, more effective policies.

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