2016/09/18 by Guillaume Lample, Devendra Singh Chaplot, Lample, Guillaume +1 · 2 voices · 112 citations
Computer Science · #Architecture #Artificial Intelligence in Games #Artificial intelligence #Computer science #Computer security #Deep learning #Exploit #Feature (linguistics) #Human Pose and Action Recognition #Machine learning #Multimedia #Reinforcement Learning in Robotics #Reinforcement learning #Video game #cs.AI #cs.LG
paper · pdf · doi:10.48550/arxiv.1609.05521
published in arXiv (Cornell University) 31(1), 2140-2146 (Cornell University) · The authors contributed equally to this work
openalex publication_date 2016/09/18 · arxiv created 2018/01/29 · arxiv updated 2018/01/30 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/28
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments that are fully observable to the agent. In this paper, we present the first architecture to tackle 3D environments in first-person shooter games, that involve partially observable states. Typically, deep reinforcement learning methods only utilize visual input for training. We present a method to augment these models to exploit game feature information such as the presence of enemies or items, during the training phase. Our model is trained to simultaneously learn these features along with minimizing a Q-learning objective, which is shown to dramatically improve the training speed and performance of our agent. Our architecture is also modularized to allow different models to be independently trained for different phases of the game. We show that the proposed architecture substantially outperforms built-in AI agents of the game as well as humans in deathmatch scenarios.