Deep Reinforcement Learning for General Video Game AI

Ruben Rodriguez Torrado, Philip Bontrager, Julian Togelius, Jialin Liu, Diego Perez-Liebana
6/6/2018
cs.LGcs.AIcs.NE

Official code: rubenrtorrado/GVGAI_GYM (106 stars, Apache-2.0, last commit 2020-01-22).

Abstract

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.

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Code Implementations(1)

Apache-2.0
10643Java, ShellMar 2, 20186 years agoApache-2.0

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Cite this paper

@article{torrado2018deep,
  title  = {Deep Reinforcement Learning for General Video Game AI},
  author = {Ruben Rodriguez Torrado and Philip Bontrager and Julian Togelius and Jialin Liu and Diego Perez-Liebana},
  year   = {2018},
  eprint = {1806.02448},
  archivePrefix = {arXiv},
  url    = {https://arxiv.org/abs/1806.02448}
}

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