使用VizDoom测试第一人称射击游戏中的强化学习算法

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Adil Khan , Aamir Aqeel
{"title":"使用VizDoom测试第一人称射击游戏中的强化学习算法","authors":"Adil Khan ,&nbsp;Aamir Aqeel","doi":"10.1016/j.entcom.2025.101031","DOIUrl":null,"url":null,"abstract":"<div><div>Computer games are considered one of the best test beds for evaluating artificial intelligence algorithms, as it is a well-known practice before applying the algorithms in the real world, such as the robotics industry. A machine learning technique, known as reinforcement learning, utilizes positive and negative rewards to guide an artificial intelligence agent as it learns new tactics and strategies. This study compares four reinforcement learning algorithms: Dueling Double Deep Q-Network (Dueling DDQN), Advantage Actor-Critic (A2C), LSTM-Based Advantage Actor-Critic (A2C LSTM), and REINFORCE. The game artificial intelligence (Game AI) based platform VizDoom evaluates and compares these reinforcement learning algorithms. VizDoom is based on the first-person shooter (FPS) video game Doom, which has had a significant influence on artificial intelligence. The results are compared, and, in most cases, Dueling DDQN outperformed all other algorithms in all chosen scenarios. However, in contrast, the A2C performed well for the kills metric in the defending the center scenario only. Finally, the proposed work’s analysis, implications, and limitations are presented, along with the potential future directions for research.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101031"},"PeriodicalIF":2.4000,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Benchmarking reinforcement learning algorithms in first-person shooter games using VizDoom\",\"authors\":\"Adil Khan ,&nbsp;Aamir Aqeel\",\"doi\":\"10.1016/j.entcom.2025.101031\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>Computer games are considered one of the best test beds for evaluating artificial intelligence algorithms, as it is a well-known practice before applying the algorithms in the real world, such as the robotics industry. A machine learning technique, known as reinforcement learning, utilizes positive and negative rewards to guide an artificial intelligence agent as it learns new tactics and strategies. This study compares four reinforcement learning algorithms: Dueling Double Deep Q-Network (Dueling DDQN), Advantage Actor-Critic (A2C), LSTM-Based Advantage Actor-Critic (A2C LSTM), and REINFORCE. The game artificial intelligence (Game AI) based platform VizDoom evaluates and compares these reinforcement learning algorithms. VizDoom is based on the first-person shooter (FPS) video game Doom, which has had a significant influence on artificial intelligence. The results are compared, and, in most cases, Dueling DDQN outperformed all other algorithms in all chosen scenarios. However, in contrast, the A2C performed well for the kills metric in the defending the center scenario only. Finally, the proposed work’s analysis, implications, and limitations are presented, along with the potential future directions for research.</div></div>\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":\"55 \",\"pages\":\"Article 101031\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2025-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1875952125001119\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125001119","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0

摘要

电脑游戏被认为是评估人工智能算法的最佳测试平台之一,因为在将算法应用于现实世界(如机器人行业)之前,它是一种众所周知的实践。一种被称为强化学习的机器学习技术,利用积极和消极的奖励来指导人工智能代理学习新的战术和策略。本研究比较了四种强化学习算法:Dueling Double Deep Q-Network (Dueling DDQN)、Advantage Actor-Critic (A2C)、基于LSTM的Advantage Actor-Critic (A2C LSTM)和REINFORCE。基于游戏人工智能(game AI)的平台VizDoom评估并比较了这些强化学习算法。VizDoom是基于第一人称射击游戏《毁灭战士》开发的,这款游戏对人工智能产生了重大影响。对结果进行比较,在大多数情况下,Dueling DDQN在所有选择的场景中都优于所有其他算法。然而,相比之下,A2C只在防守中路的情况下表现得很好。最后,提出了本研究的分析、意义和局限性,以及未来研究的潜在方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Benchmarking reinforcement learning algorithms in first-person shooter games using VizDoom
Computer games are considered one of the best test beds for evaluating artificial intelligence algorithms, as it is a well-known practice before applying the algorithms in the real world, such as the robotics industry. A machine learning technique, known as reinforcement learning, utilizes positive and negative rewards to guide an artificial intelligence agent as it learns new tactics and strategies. This study compares four reinforcement learning algorithms: Dueling Double Deep Q-Network (Dueling DDQN), Advantage Actor-Critic (A2C), LSTM-Based Advantage Actor-Critic (A2C LSTM), and REINFORCE. The game artificial intelligence (Game AI) based platform VizDoom evaluates and compares these reinforcement learning algorithms. VizDoom is based on the first-person shooter (FPS) video game Doom, which has had a significant influence on artificial intelligence. The results are compared, and, in most cases, Dueling DDQN outperformed all other algorithms in all chosen scenarios. However, in contrast, the A2C performed well for the kills metric in the defending the center scenario only. Finally, the proposed work’s analysis, implications, and limitations are presented, along with the potential future directions for research.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信