Deep Reinforcement Learning for General Video Game AI

被引:0
作者
Tornado, Ruben Rodriguez [1 ]
Bontrager, Philip [1 ]
Togelius, Julian [1 ]
Liu, Jialin [2 ]
Perez-Liebana, Diego [3 ]
机构
[1] NYU, New York, NY 10012 USA
[2] Southern Univ Sci & Technol, Shenzhen, Peoples R China
[3] Queen Mary Univ London, London, England
来源
PROCEEDINGS OF THE 2018 IEEE CONFERENCE ON COMPUTATIONAL INTELLIGENCE AND GAMES (CIG'18) | 2018年
关键词
deep reinforcement learning; general video game AI; video game description language; OpenAI Gym; advantage actor critic; deep Q-learning; NEURAL-NETWORKS; GO;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
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.
引用
收藏
页码:316 / 323
页数:8
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