{"title":"利用课程学习和奖励塑造优化游戏中的强化学习代理","authors":"Adil Khan, Muhammad, Muhammad Naeem","doi":"10.1002/cav.70008","DOIUrl":null,"url":null,"abstract":"<div>\n \n <p>VizDoom is a flexible platform for researching reinforcement learning (RL) within the Doom game environment. This research article analyzes the effectiveness of the proximal policy optimization (PPO) algorithm in the VizDoom Deadly Corridor scenario. The PPO algorithm has not been adequately assessed before in a first-person shooter-based research environment, specifically VizDoom. Thus, this article applied reward shaping and curriculum learning techniques to improve the algorithm's performance in complex and challenging scenarios of the first-person shooter game Doom. The goal is to analyze and evaluate the effectiveness of the PPO algorithm successfully in the scenario of the three-dimensional VizDoom environment. The agent has a record score up to 734 on the first hard level, 1576 on the second hard level, 1920 on the third hard level, 2280 on the fourth hard level, and 1605 on the fifth hard level which is the highest difficult level of the scenario. The results are compared to provide valuable insights for researchers in optimizing reinforcement learning agents in games. The study also discusses the potential of the Doom game for research in artificial intelligence. The results of this study can be used to enhance the performance of reinforcement learning algorithms in game-based environments.</p>\n </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 1","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2025-02-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Optimizing Reinforcement Learning Agents in Games Using Curriculum Learning and Reward Shaping\",\"authors\":\"Adil Khan, Muhammad, Muhammad Naeem\",\"doi\":\"10.1002/cav.70008\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div>\\n \\n <p>VizDoom is a flexible platform for researching reinforcement learning (RL) within the Doom game environment. This research article analyzes the effectiveness of the proximal policy optimization (PPO) algorithm in the VizDoom Deadly Corridor scenario. The PPO algorithm has not been adequately assessed before in a first-person shooter-based research environment, specifically VizDoom. Thus, this article applied reward shaping and curriculum learning techniques to improve the algorithm's performance in complex and challenging scenarios of the first-person shooter game Doom. The goal is to analyze and evaluate the effectiveness of the PPO algorithm successfully in the scenario of the three-dimensional VizDoom environment. The agent has a record score up to 734 on the first hard level, 1576 on the second hard level, 1920 on the third hard level, 2280 on the fourth hard level, and 1605 on the fifth hard level which is the highest difficult level of the scenario. The results are compared to provide valuable insights for researchers in optimizing reinforcement learning agents in games. The study also discusses the potential of the Doom game for research in artificial intelligence. The results of this study can be used to enhance the performance of reinforcement learning algorithms in game-based environments.</p>\\n </div>\",\"PeriodicalId\":50645,\"journal\":{\"name\":\"Computer Animation and Virtual Worlds\",\"volume\":\"36 1\",\"pages\":\"\"},\"PeriodicalIF\":0.9000,\"publicationDate\":\"2025-02-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Animation and Virtual Worlds\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/cav.70008\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.70008","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
Optimizing Reinforcement Learning Agents in Games Using Curriculum Learning and Reward Shaping
VizDoom is a flexible platform for researching reinforcement learning (RL) within the Doom game environment. This research article analyzes the effectiveness of the proximal policy optimization (PPO) algorithm in the VizDoom Deadly Corridor scenario. The PPO algorithm has not been adequately assessed before in a first-person shooter-based research environment, specifically VizDoom. Thus, this article applied reward shaping and curriculum learning techniques to improve the algorithm's performance in complex and challenging scenarios of the first-person shooter game Doom. The goal is to analyze and evaluate the effectiveness of the PPO algorithm successfully in the scenario of the three-dimensional VizDoom environment. The agent has a record score up to 734 on the first hard level, 1576 on the second hard level, 1920 on the third hard level, 2280 on the fourth hard level, and 1605 on the fifth hard level which is the highest difficult level of the scenario. The results are compared to provide valuable insights for researchers in optimizing reinforcement learning agents in games. The study also discusses the potential of the Doom game for research in artificial intelligence. The results of this study can be used to enhance the performance of reinforcement learning algorithms in game-based environments.
期刊介绍:
With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.