ViZDoom Competitions: Playing Doom from Pixels

Marek Wydmuch, Michał Kempka, Wojciech Jaśkowski
9/10/2018
cs.AIcs.CVcs.LG

Official code: Farama-Foundation/ViZDoom (2,101 stars, last commit 2026-10-19).

Abstract

This paper presents the first two editions of Visual Doom AI Competition, held in 2016 and 2017. The challenge was to create bots that compete in a multi-player deathmatch in a first-person shooter (FPS) game, Doom. The bots had to make their decisions based solely on visual information, i.e., a raw screen buffer. To play well, the bots needed to understand their surroundings, navigate, explore, and handle the opponents at the same time. These aspects, together with the competitive multi-agent aspect of the game, make the competition a unique platform for evaluating the state of the art reinforcement learning algorithms. The paper discusses the rules, solutions, results, and statistics that give insight into the agents' behaviors. Best-performing agents are described in more detail. The results of the competition lead to the conclusion that, although reinforcement learning can produce capable Doom bots, they still are not yet able to successfully compete against humans in this game. The paper also revisits the ViZDoom environment, which is a flexible, easy to use, and efficient 3D platform for research for vision-based reinforcement learning, based on a well-recognized first-person perspective game Doom.

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Code Implementations(1)

Reinforcement Learning environments based on the 1993 game Doom :godmode:

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Cite this paper

@article{wydmuch2018vizdoom,
  title  = {ViZDoom Competitions: Playing Doom from Pixels},
  author = {Marek Wydmuch and Michał Kempka and Wojciech Jaśkowski},
  year   = {2018},
  eprint = {1809.03470},
  archivePrefix = {arXiv},
  url    = {https://arxiv.org/abs/1809.03470}
}

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