Research map / Multi-agent systems and games / Games and equilibria
Combo-Action: Training Agent For FPS Game with Auxiliary Tasks
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use Combo-Action with auxiliary tasks instead of primitive-action agents | FPS agent · ViZDoom death-match | Frags: 6.96 -> 27.86 | Helped |
| add Rotate Combo-Action (ablation) | Combo-Action agent with aiming ahead · ViZDoom ablation | Frags: 18.74 -> 26.35 | Helped |
| add aiming-ahead strategy (ablation) | Combo-Action agent with Rotate · ViZDoom ablation | Frags: 20.09 -> 26.35 | Helped |
| add aiming-ahead strategy (ablation) | Combo-Action agent without Rotate · ViZDoom ablation | Frags: 19.58 -> 18.74 | Hurt |
| add aiming-ahead strategy to random Combo-Action selection without Rotate (ablation) | random supervisory policy · ViZDoom ablation | Frags: 14.87 -> 13.44 | Hurt |
| learned supervisory network instead of random Combo-Action choice (ablation) | Combo-Action agent · ViZDoom ablation | Frags: 17.62 -> 26.35 | Helped |
| RPNmini detector instead of FasterRCNN | enemy detection · ViZDoom detection 50% overlap | miss rate: 22.71% -> 19.6% | Helped |
| RPNmini instead of FasterRCNN | enemy detection · ViZDoom detection | inference time: 0.61s -> 0.02s | Helped |
Closest papers by meaning
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