Deep Reinforcement Learning for Navigation in AAA Video Games
November 09, 2020 ยท Declared Dead ยท ๐ International Joint Conference on Artificial Intelligence
"No code URL or promise found in abstract"
Evidence collected by the PWNC Scanner
Authors
Eloi Alonso, Maxim Peter, David Goumard, Joshua Romoff
arXiv ID
2011.04764
Category
cs.LG: Machine Learning
Cross-listed
cs.CV
Citations
47
Venue
International Joint Conference on Artificial Intelligence
Last Checked
3 months ago
Abstract
In video games, non-player characters (NPCs) are used to enhance the players' experience in a variety of ways, e.g., as enemies, allies, or innocent bystanders. A crucial component of NPCs is navigation, which allows them to move from one point to another on the map. The most popular approach for NPC navigation in the video game industry is to use a navigation mesh (NavMesh), which is a graph representation of the map, with nodes and edges indicating traversable areas. Unfortunately, complex navigation abilities that extend the character's capacity for movement, e.g., grappling hooks, jetpacks, teleportation, or double-jumps, increases the complexity of the NavMesh, making it intractable in many practical scenarios. Game designers are thus constrained to only add abilities that can be handled by a NavMesh if they want to have NPC navigation. As an alternative, we propose to use Deep Reinforcement Learning (Deep RL) to learn how to navigate 3D maps using any navigation ability. We test our approach on complex 3D environments in the Unity game engine that are notably an order of magnitude larger than maps typically used in the Deep RL literature. One of these maps is directly modeled after a Ubisoft AAA game. We find that our approach performs surprisingly well, achieving at least $90\%$ success rate on all tested scenarios. A video of our results is available at https://youtu.be/WFIf9Wwlq8M.
Community Contributions
Found the code? Know the venue? Think something is wrong? Let us know!
๐ Similar Papers
In the same crypt โ Machine Learning
R.I.P.
๐ป
Ghosted
R.I.P.
๐ป
Ghosted
XGBoost: A Scalable Tree Boosting System
R.I.P.
๐ป
Ghosted
Batch Normalization: Accelerating Deep Network Training by Reducing Internal Covariate Shift
R.I.P.
๐ป
Ghosted
Semi-Supervised Classification with Graph Convolutional Networks
R.I.P.
๐ป
Ghosted
Proximal Policy Optimization Algorithms
R.I.P.
๐ป
Ghosted
Exploring the Limits of Transfer Learning with a Unified Text-to-Text Transformer
Died the same way โ ๐ป Ghosted
R.I.P.
๐ป
Ghosted
Language Models are Few-Shot Learners
R.I.P.
๐ป
Ghosted
You Only Look Once: Unified, Real-Time Object Detection
R.I.P.
๐ป
Ghosted
A Unified Approach to Interpreting Model Predictions
R.I.P.
๐ป
Ghosted