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Combo-Action: Training Agent For FPS Game with Auxiliary Tasks

AAAI 2019 · Multi-agent systems and games › Games and equilibria · approach: Opponent modeling in competitive games · 18 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
use Combo-Action with auxiliary tasks instead of primitive-action agentsFPS agent · ViZDoom death-matchFrags: 6.96 -> 27.86Helped
add Rotate Combo-Action (ablation)Combo-Action agent with aiming ahead · ViZDoom ablationFrags: 18.74 -> 26.35Helped
add aiming-ahead strategy (ablation)Combo-Action agent with Rotate · ViZDoom ablationFrags: 20.09 -> 26.35Helped
add aiming-ahead strategy (ablation)Combo-Action agent without Rotate · ViZDoom ablationFrags: 19.58 -> 18.74Hurt
add aiming-ahead strategy to random Combo-Action selection without Rotate (ablation)random supervisory policy · ViZDoom ablationFrags: 14.87 -> 13.44Hurt
learned supervisory network instead of random Combo-Action choice (ablation)Combo-Action agent · ViZDoom ablationFrags: 17.62 -> 26.35Helped
RPNmini detector instead of FasterRCNNenemy detection · ViZDoom detection 50% overlapmiss rate: 22.71% -> 19.6%Helped
RPNmini instead of FasterRCNNenemy detection · ViZDoom detectioninference time: 0.61s -> 0.02sHelped

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