Research map / Multi-agent systems and games / Games and equilibria
Playing FPS Games with Deep Reinforcement Learning
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add a navigation network to the action network (ablation) | Arnold · Limited Deathmatch, known map | Kill to Death Ratio: 4.64 -> 5.52 | Helped |
| Add a navigation network to the action network (ablation) | Arnold · Full Deathmatch, train maps | Kill to Death Ratio: 2.83 -> 4.58 | Helped |
| Add a navigation network to the action network (ablation) | Arnold · Full Deathmatch, test maps | Kill to Death Ratio: 3.12 -> 6.94 | Helped |
| Co-train the DRQN with enemy-presence game features (ablation) | Action network · Limited Deathmatch | K/D score: less than 2.0 -> over 4.0 | Helped |
| Add dropout (ablation) | Action network · Limited Deathmatch | Enemy detection accuracy: 70% -> 90% | Helped |
| Use game features as input rather than co-training targets (ablation) | DQN · Deathmatch | performance | No clear effect |
| Use a separate feature-prediction network and reinject predictions into the LSTM (ablation) | DRQN · Deathmatch | performance | No clear effect |
| Use grayscale images instead of color (ablation) | Arnold · Deathmatch | performance | Hurt |
| Use a DQN with multiple stacked frames for game-feature detection (ablation) | DQN · Deathmatch | enemy detection accuracy: 70% | Hurt |
| Increase frame skip beyond 4 (ablation) | Arnold · Deathmatch | performance | Hurt |
| Train a single network for the whole deathmatch task instead of phase-specific networks (ablation) | Arnold · Deathmatch | performance | Hurt |
| Add a small positive reward proportional to distance travelled (ablation) | Navigation network · Navigation | exploration speed | Helped |
Closest papers by meaning
- Combo-Action: Training Agent For FPS Game with Auxiliary Tasks (AAAI 2019 · similarity 0.91)
- Training Agent for First-Person Shooter Game with Actor-Critic Curriculum Learning (ICLR 2017 · similarity 0.88)
- Vision-Zero: Scalable VLM Self-Improvement via Strategic Gamified Self-Play (ICLR 2026 · similarity 0.86)
- Investigating Pre-Training Objectives for Generalization in Vision-Based Reinforcement Learning (ICML 2024 · similarity 0.86)
- Diffusion Models Are Real-Time Game Engines (ICLR 2025 · similarity 0.85)
- Towards Building Human-like Smart Agents in Modern 3D Video Games (Student Abstract) (AAAI 2025 · similarity 0.85)
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