Deep Learning for Video Game Playing Authors: Niels Justesen, Philip - - PowerPoint PPT Presentation

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Deep Learning for Video Game Playing Authors: Niels Justesen, Philip - - PowerPoint PPT Presentation

Deep Learning for Video Game Playing Authors: Niels Justesen, Philip Bontrager, Julian Togelius, Sebastian Risi Presented by: Runsheng (Benson) Guo 1 Outline Background Methods History Open Challenges Recent Advances 2


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Deep Learning for Video Game Playing

Authors: Niels Justesen, Philip Bontrager, Julian Togelius, Sebastian Risi

Presented by: Runsheng (Benson) Guo

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Outline

  • Background
  • Methods
  • History
  • Open Challenges
  • Recent Advances

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Background: Neural Networks

Convolutional Neural Network Recurrent Neural Network

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  • Supervised Learning

Background: Neural Network Optimization

  • Unsupervised Learning
  • Reinforcement Learning
  • Evolutionary Approaches
  • Hybrid Learning Approaches

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Methods

Genres:

  • Arcade Games
  • Racing Games
  • First-Person Shooters
  • Open-World Games
  • Real-Time Strategy
  • Text Adventure Games

Platforms:

  • Arcade Learning Environment (ALE)
  • Retro Learning Environment (RLE)
  • OpenAI Gym
  • Many more!

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Methods: Arcade Games

Characteristics:

  • 2-Dimensional Movement
  • Continuous-time Actions

Challenges:

  • Precise timing
  • Environment navigation
  • Long term planning

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Methods: Arcade Games

Deep Q-Learning:

  • Replay buffer, separate target network, recurrent layer
  • Distributed DQN
  • Double DQN
  • Prioritized experience replay
  • Dueling DQN
  • NoisyNet DQN
  • Rainbow

Actor-Critic:

  • A3C
  • IMPALA
  • UNREAL

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Methods: Arcade Games

Other Algorithms:

  • Deep GA
  • Frame prediction
  • Hybrid reward architecture

Montezuma’s Revenge:

  • Very sparse rewards
  • Hierarchical DQN
  • Density models
  • Text instructions

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Methods: Racing Games

Characteristics:

  • Minimize navigation time
  • Continuous-time Actions

Challenges:

  • Precise inputs
  • Short & long term planning
  • Adversarial planning

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Methods: Racing Games

Paradigms:

  • Behaviour reflex (sensors → action)
  • Direct perception (sensors → environment information → action)

Algorithms:

  • (Deep) Deterministic policy gradient
  • A3C

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Methods: First-Person Shooters

Characteristics:

  • 3-Dimensional Movement
  • Player Interaction

Challenges:

  • Fast reactions
  • Predicting enemy actions
  • Teamwork

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Methods: First-Person Shooters

Algorithms:

  • Deep Q-learning
  • A3C

○ UNREAL ○ Reward shaping ○ Curriculum learning

  • Direct future prediction
  • Distill and transfer learning
  • Intrinsic curiosity module

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Methods: Open-World Games

Characteristics:

  • Large world to explore
  • No clear goals

Challenges:

  • Setting meaningful goals
  • Large action space

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Methods: Open-World Games

Algorithms:

  • Hierarchical deep reinforcement learning network
  • Teacher-student curriculum learning
  • Neural turing machines

○ Recurrent memory Q-network ○ Feedback recurrent memory Q-network

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Methods: Real-Time Strategy

Characteristics:

  • Control multiple units

simultaneously

  • Continuous-time Actions

Challenges:

  • Long term planning
  • Delayed rewards

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Methods: Real-Time Strategy

Algorithms:

  • Unit control

○ Zero order optimization ○ Independent Q-learning ○ A3C ■ Multiagent Bidirectionally-Coordinated Network ■ Counterfactual Multi-Agent

  • Build order planning

○ Supervised learning ○ Reinforcement learning ■ Double DQN ■ Proximal Policy Optimization

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Methods: Text Adventure Games

Characteristics:

  • Text-only states & actions
  • Choice, hyperlink & parser

interfaces Challenges:

  • Natural language processing
  • Large action space

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Methods: Text Adventure Games

Algorithms:

  • LSTM-DQN
  • Deep Reinforcement Relevance Net
  • State affordances
  • Action elimination network

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History

Trends:

  • Incremental extensions

○ DQN ○ A3C

  • Parallelization

○ A3C ○ Evolutionary algorithms

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Open Challenges

  • Agent modelling

○ General game playing ○ Human-like behaviour ○ Delayed/sparse rewards, multi-agent learning, dealing with large action spaces

  • Game industry Adoption
  • Developing model-based algorithms
  • Improving computational efficiency

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Conclusion

Recent Advances:

  • Model-Based Reinforcement Learning for Atari (Kaiser et al, 2019)
  • AlphaStar (DeepMind, 2019)
  • OpenAI Five (OpenAI, 2019)

Future Work:

  • Survey focusing on a single class of deep learning algorithms
  • Survey focusing on a single genre of video games

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