ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning
Michał Kempka, Marek Wydmuch, Grzegorz Runc, Jakub Toczek, Wojciech Jaśkowski
Code Available — Be the first to reproduce this paper.
ReproduceCode
- github.com/mwydmuch/ViZDoomOfficialtf★ 0
- github.com/hegde95/ViZDoom_with_Soundpytorch★ 1
- github.com/apollopower/DOOM-AItf★ 0
- github.com/icmlanon58443043/vizdoomicmlanontf★ 0
- github.com/chengyu2/vizdoom_rl_community_canberranone★ 0
- github.com/nolanwinsman/Team-Doompytorch★ 0
- github.com/sagpant/ViZDoomtf★ 0
- github.com/farama-foundation/vizdoompytorch★ 0
- github.com/NervanaSystems/coachtf★ 0
- github.com/icmlanon58443043/vizdoomtf★ 0
Abstract
The recent advances in deep neural networks have led to effective vision-based reinforcement learning methods that have been employed to obtain human-level controllers in Atari 2600 games from pixel data. Atari 2600 games, however, do not resemble real-world tasks since they involve non-realistic 2D environments and the third-person perspective. Here, we propose a novel test-bed platform for reinforcement learning research from raw visual information which employs the first-person perspective in a semi-realistic 3D world. The software, called ViZDoom, is based on the classical first-person shooter video game, Doom. It allows developing bots that play the game using the screen buffer. ViZDoom is lightweight, fast, and highly customizable via a convenient mechanism of user scenarios. In the experimental part, we test the environment by trying to learn bots for two scenarios: a basic move-and-shoot task and a more complex maze-navigation problem. Using convolutional deep neural networks with Q-learning and experience replay, for both scenarios, we were able to train competent bots, which exhibit human-like behaviors. The results confirm the utility of ViZDoom as an AI research platform and imply that visual reinforcement learning in 3D realistic first-person perspective environments is feasible.