Deep Reinforcement Learning for General Video Game AI
Torrado, Ruben Rodriguez, Bontrager, Philip, Togelius, Julian, Liu, Jialin, Perez-Liebana, Diego
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.
Jun-6-2018
- Country:
- Asia > China (0.14)
- North America > United States
- New York (0.14)
- Genre:
- Research Report > New Finding (0.68)
- Industry:
- Leisure & Entertainment > Games > Computer Games (0.87)
- Technology: