ViZDoom:基于doom的人工智能研究平台,用于视觉强化学习

Michal Kempka, Marek Wydmuch, Grzegorz Runc, Jakub Toczek, Wojciech Jaśkowski
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引用次数: 625

摘要

深度神经网络的最新进展导致了有效的基于视觉的强化学习方法,该方法已被用于从像素数据中获得Atari 2600游戏中的人类级别控制器。然而,雅达利2600游戏并不像现实世界中的任务,因为它们包含非现实的2D环境和第三人称视角。在这里,我们提出了一个新的试验台平台,用于从原始视觉信息中进行强化学习研究,该平台在半真实的3D世界中采用第一人称视角。这款名为ViZDoom的软件是基于经典的第一人称射击游戏《毁灭战士》(Doom)开发的。它允许开发使用屏幕缓冲来玩游戏的机器人。ViZDoom是轻量级的,快速的,并且通过一个方便的用户场景机制高度可定制。在实验部分,我们通过尝试学习两个场景的机器人来测试环境:一个基本的移动射击任务和一个更复杂的迷宫导航问题。在这两种情况下,使用带有Q-learning和经验回放的卷积深度神经网络,我们能够训练出有能力的机器人,它们表现出类似人类的行为。研究结果证实了ViZDoom作为人工智能研究平台的实用性,并暗示在3D逼真的第一人称视角环境中视觉强化学习是可行的。
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ViZDoom: A Doom-based AI research platform for visual reinforcement learning
The recent advances in deep neural networks have led to effective vision-based reinforcement learning methods that have been employed to obtain human-level controllers in Atari 2600 games from pixel data. Atari 2600 games, however, do not resemble real-world tasks since they involve non-realistic 2D environments and the third-person perspective. Here, we propose a novel test-bed platform for reinforcement learning research from raw visual information which employs the first-person perspective in a semi-realistic 3D world. The software, called ViZDoom, is based on the classical first-person shooter video game, Doom. It allows developing bots that play the game using the screen buffer. ViZDoom is lightweight, fast, and highly customizable via a convenient mechanism of user scenarios. In the experimental part, we test the environment by trying to learn bots for two scenarios: a basic move-and-shoot task and a more complex maze-navigation problem. Using convolutional deep neural networks with Q-learning and experience replay, for both scenarios, we were able to train competent bots, which exhibit human-like behaviors. The results confirm the utility of ViZDoom as an AI research platform and imply that visual reinforcement learning in 3D realistic first-person perspective environments is feasible.
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