Deep Reinforcement Learning for General Video Game AI
June 06, 2018 ยท Declared Dead ยท ๐ IEEE Conference on Computational Intelligence and Games
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Authors
Ruben Rodriguez Torrado, Philip Bontrager, Julian Togelius, Jialin Liu, Diego Perez-Liebana
arXiv ID
1806.02448
Category
cs.LG: Machine Learning
Cross-listed
cs.AI,
cs.NE,
stat.ML
Citations
140
Venue
IEEE Conference on Computational Intelligence and Games
Last Checked
4 months ago
Abstract
The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward model that allows the use of algorithms such as Monte Carlo Tree Search. In this paper, we describe how we interface GVGAI to the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems. Using this interface, we characterize how widely used implementations of several deep reinforcement learning algorithms fare on a number of GVGAI games. We further analyze the results to provide a first indication of the relative difficulty of these games relative to each other, and relative to those in the Arcade Learning Environment under similar conditions.
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