TY - GEN
T1 - Deep Reinforcement Learning for General Video Game AI
AU - Torrado, Ruben Rodriguez
AU - Bontrager, Philip
AU - Togelius, Julian
AU - Liu, Jialin
AU - Perez-Liebana, Diego
N1 - Funding Information:
ACKNOWLEDGEMENT This work was supported by the Ministry of Science and Technology of China (2017YFC0804003). (*) The first two authors contributed equally to this work.
Publisher Copyright:
© 2018 IEEE.
PY - 2018/10/11
Y1 - 2018/10/11
N2 - The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward model that allows the use of algorithms such as Monte Carlo Tree Search. In this paper, we describe how we interface GVGAI to the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems. Using this interface, we characterize how widely used implementations of several deep reinforcement learning algorithms fare on a number of GVGAI games. We further analyze the results to provide a first indication of the relative difficulty of these games relative to each other, and relative to those in the Arcade Learning Environment under similar conditions.
AB - The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward model that allows the use of algorithms such as Monte Carlo Tree Search. In this paper, we describe how we interface GVGAI to the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems. Using this interface, we characterize how widely used implementations of several deep reinforcement learning algorithms fare on a number of GVGAI games. We further analyze the results to provide a first indication of the relative difficulty of these games relative to each other, and relative to those in the Arcade Learning Environment under similar conditions.
KW - Advantage actor critic
KW - Deep Q-learning
KW - Deep reinforcement learning
KW - General video game AI
KW - OpenAI Gym
KW - Video game description language
UR - http://www.scopus.com/inward/record.url?scp=85056836621&partnerID=8YFLogxK
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U2 - 10.1109/CIG.2018.8490422
DO - 10.1109/CIG.2018.8490422
M3 - Conference contribution
AN - SCOPUS:85056836621
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
BT - Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, CIG 2018
PB - IEEE Computer Society
T2 - 14th IEEE Conference on Computational Intelligence and Games, CIG 2018
Y2 - 14 August 2018 through 17 August 2018
ER -