Abstract
Abstract: Because of the advancement in Deep visual reinforcement learning, now autonomous game agents are allowed to perform well which often leave behind human beings by using only the raw screen pixels for making their actions or decisions. In this paper, we propose Deep Q-Network (DQN) and a Deep Recurrent Q-Learning Network (DRQN) implementation by playing the Doom video game. Our findings are based on a publication from Lample and Chaplot (2016). Deep Q-learning under two variants (DQN and DRQN) applied is presented first, then how we build an implementation of a testbed for such algorithms is described. we presented our results on a simplified game scenario(s) by showing the predicted enemy positions (game features) with the difference in performance of DQN and DRQN. Finally, unlike other existing works, we show that our proposed architecture performs better with an accuracy of almost 72% in predicting the enemy positions.
| Original language | English |
|---|---|
| Pages (from-to) | 214-222 |
| Number of pages | 9 |
| Journal | Automatic Control and Computer Sciences |
| Volume | 53 |
| Issue number | 3 |
| DOIs | |
| State | Published - 1 May 2019 |
| Externally published | Yes |
Keywords
- CNN
- Computational Intelligence
- Deep Q-learning
- Deep visual reinforcement learning
- Game AI
- VizDoom
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