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International Journal of Advanced Computer Science and Applications(IJACSA), Volume 8 Issue 12, 2017.
Abstract: Because of the recent success and advancements in deep mind technologies, it is now used to train agents using deep learning for first-person shooter games that are often outperforming human players by means of only screen raw pixels to create their decisions. A visual Doom AI Competition is organized each year on two different tracks: limited death-match on a known map and a full death-match on an unknown map for evaluating AI agents, because computer games are the best test-beds for testing and evaluating different AI techniques and approaches. The competition is ranked based on the number of frags each agent achieves. In this paper, training a competitive agent for playing Doom’s (FPS Game) basic scenario(s) in a semi-realistic 3D world ‘VizDoom’ using the combination of convolutional Deep learning and Q-learning by considering only the screen raw pixels in order to exhibit agent’s usefulness in Doom is proposed. Experimental results show that the trained agent outperforms average human player and inbuilt game agents in basic scenario(s) where only move left, right and shoot actions are allowed.
Khan Adil, Feng Jiang, Shaohui Liu, Aleksei Grigorev, B.B. Gupta and Seungmin Rho, “Training an Agent for FPS Doom Game using Visual Reinforcement Learning and VizDoom” International Journal of Advanced Computer Science and Applications(IJACSA), 8(12), 2017. http://dx.doi.org/10.14569/IJACSA.2017.081205
@article{Adil2017,
title = {Training an Agent for FPS Doom Game using Visual Reinforcement Learning and VizDoom},
journal = {International Journal of Advanced Computer Science and Applications},
doi = {10.14569/IJACSA.2017.081205},
url = {http://dx.doi.org/10.14569/IJACSA.2017.081205},
year = {2017},
publisher = {The Science and Information Organization},
volume = {8},
number = {12},
author = {Khan Adil and Feng Jiang and Shaohui Liu and Aleksei Grigorev and B.B. Gupta and Seungmin Rho}
}
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