game benchmark
COOM: A Game Benchmark for Continual Reinforcement Learning
The advancement of continual reinforcement learning (RL) has been facing various obstacles, including standardized metrics and evaluation protocols, demanding computational requirements, and a lack of widely accepted standard benchmarks. In response to these challenges, we present COOM ($\textbf{C}$ontinual D$\textbf{OOM}$), a continual RL benchmark tailored for embodied pixel-based RL. COOM presents a meticulously crafted suite of task sequences set within visually distinct 3D environments, serving as a robust evaluation framework to assess crucial aspects of continual RL, such as catastrophic forgetting, knowledge transfer, and sample-efficient learning. Following an in-depth empirical evaluation of popular continual learning (CL) methods, we pinpoint their limitations, provide valuable insight into the benchmark and highlight unique algorithmic challenges. This makes our work the first to benchmark image-based CRL in 3D environments with embodied perception. The primary objective of the COOM benchmark is to offer the research community a valuable and cost-effective challenge. It seeks to deepen our comprehension of the capabilities and limitations of current and forthcoming CL methods in an RL setting. The code and environments are open-sourced and accessible on GitHub.
COOM: A Game Benchmark for Continual Reinforcement Learning
The advancement of continual reinforcement learning (RL) has been facing various obstacles, including standardized metrics and evaluation protocols, demanding computational requirements, and a lack of widely accepted standard benchmarks. In response to these challenges, we present COOM ( \textbf{C} ontinual D \textbf{OOM}), a continual RL benchmark tailored for embodied pixel-based RL. COOM presents a meticulously crafted suite of task sequences set within visually distinct 3D environments, serving as a robust evaluation framework to assess crucial aspects of continual RL, such as catastrophic forgetting, knowledge transfer, and sample-efficient learning. Following an in-depth empirical evaluation of popular continual learning (CL) methods, we pinpoint their limitations, provide valuable insight into the benchmark and highlight unique algorithmic challenges. This makes our work the first to benchmark image-based CRL in 3D environments with embodied perception.
A Game Benchmark for Real-Time Human-Swarm Control
Meyer, Joel, Pinosky, Allison, Trzpit, Thomas, Colgate, Ed, Murphey, Todd D.
We present a game benchmark for testing human-swarm control algorithms and interfaces in a real-time, high-cadence scenario. Our benchmark consists of a swarm vs. swarm game in a virtual ROS environment in which the goal of the game is to capture all agents from the opposing swarm; the game's high-cadence is a result of the capture rules, which cause agent team sizes to fluctuate rapidly. These rules require players to consider both the number of agents currently at their disposal and the behavior of their opponent's swarm when they plan actions. We demonstrate our game benchmark with a default human-swarm control system that enables a player to interact with their swarm through a high-level touchscreen interface. The touchscreen interface transforms player gestures into swarm control commands via a low-level decentralized ergodic control framework. We compare our default human-swarm control system to a flocking-based control system, and discuss traits that are crucial for swarm control algorithms and interfaces operating in real-time, high-cadence scenarios like our game benchmark. Our game benchmark code is available on Github; more information can be found at https://sites.google.com/view/swarm-game-benchmark.
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Leveling the Playing Field - Fairness in AI Versus Human Game Benchmarks
Canaan, Rodrigo, Salge, Christoph, Togelius, Julian, Nealen, Andy
From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has this target been finally met for traditional tabletop games such as Backgammon, Chess and Go. Current research focus has shifted to electronic games, which provide unique challenges. As is often the case with AI research, these results are liable to be exaggerated or misrepresented by either authors or third parties. The extent to which these games benchmark consist of fair competition between human and AI is also a matter of debate. In this work, we review the statements made by authors and third parties in the general media and academic circle about these game benchmark results and discuss factors that can impact the perception of fairness in the contest between humans and machines
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