This paper presents the first two editions of Visual Doom AI Competition, held in 2016 and 2017. The challenge was to create bots that compete in a multi-player deathmatch in a first-person shooter (FPS) game, Doom. The bots had to make their decisions based solely on visual information, i.e., a raw screen buffer. To play well, the bots needed to understand their surroundings, navigate, explore, and handle the opponents at the same time. These aspects, together with the competitive multi-agent aspect of the game, make the competition a unique platform for evaluating the state of the art reinforcement learning algorithms. The paper discusses the rules, solutions, results, and statistics that give insight into the agents' behaviors. Best-performing agents are described in more detail. The results of the competition lead to the conclusion that, although reinforcement learning can produce capable Doom bots, they still are not yet able to successfully compete against humans in this game. The paper also revisits the ViZDoom environment, which is a flexible, easy to use, and efficient 3D platform for research for vision-based reinforcement learning, based on a well-recognized first-person perspective game Doom.
翻译:本文展示了2016年和2017年举行的视觉死亡AI竞赛的前两版。 挑战在于创建机器人, 使机器人在第一人射手(FPS)游戏 Doom中参加多人死亡决赛。 机器人必须完全依据视觉信息( 即原始屏障缓冲) 做出决策。 要很好地玩, 机器人需要同时理解周围环境、 导航、 探索和处理对手。 这些方面, 加上游戏的竞争多试剂方面, 使竞争成为评估艺术强化学习算法状况的独特平台。 本文讨论了规则、 解决方案、 结果和统计数据, 深入了解代理人的行为。 最佳表现的代理商将更详细地描述。 竞争的结果导致这样的结论, 尽管强化学习能够产生能产生 Doom 机器人, 但是他们仍然无法在这个游戏中成功地与人类竞争。 本文还重新审视了 VizDomoom 环境, 这个环境是一个灵活、 容易使用和高效的3D 平台, 用于研究基于视觉的游戏强化学习。