Deep Reinforcement Learning for General Video Game AI

June 06, 2018 ยท Declared Dead ยท ๐Ÿ› IEEE Conference on Computational Intelligence and Games

๐Ÿ‘ป CAUSE OF DEATH: Ghosted
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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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