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Research map / Multi-agent systems and games / Games and equilibria

Playing FPS Games with Deep Reinforcement Learning

AAAI 2017 · Multi-agent systems and games › Games and equilibria · approach: Opponent modeling in competitive games · 456 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add a navigation network to the action network (ablation)Arnold · Limited Deathmatch, known mapKill to Death Ratio: 4.64 -> 5.52Helped
Add a navigation network to the action network (ablation)Arnold · Full Deathmatch, train mapsKill to Death Ratio: 2.83 -> 4.58Helped
Add a navigation network to the action network (ablation)Arnold · Full Deathmatch, test mapsKill to Death Ratio: 3.12 -> 6.94Helped
Co-train the DRQN with enemy-presence game features (ablation)Action network · Limited DeathmatchK/D score: less than 2.0 -> over 4.0Helped
Add dropout (ablation)Action network · Limited DeathmatchEnemy detection accuracy: 70% -> 90%Helped
Use game features as input rather than co-training targets (ablation)DQN · DeathmatchperformanceNo clear effect
Use a separate feature-prediction network and reinject predictions into the LSTM (ablation)DRQN · DeathmatchperformanceNo clear effect
Use grayscale images instead of color (ablation)Arnold · DeathmatchperformanceHurt
Use a DQN with multiple stacked frames for game-feature detection (ablation)DQN · Deathmatchenemy detection accuracy: 70%Hurt
Increase frame skip beyond 4 (ablation)Arnold · DeathmatchperformanceHurt
Train a single network for the whole deathmatch task instead of phase-specific networks (ablation)Arnold · DeathmatchperformanceHurt
Add a small positive reward proportional to distance travelled (ablation)Navigation network · Navigationexploration speedHelped

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