Saved in:
Bibliographic Details
Main Authors: Spick, Ryan, Bradley, Timothy, Raina, Ayush, Amadori, Pierluigi Vito, Moss, Guy
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2401.03993
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866914634266574848
author Spick, Ryan
Bradley, Timothy
Raina, Ayush
Amadori, Pierluigi Vito
Moss, Guy
author_facet Spick, Ryan
Bradley, Timothy
Raina, Ayush
Amadori, Pierluigi Vito
Moss, Guy
contents This paper describes methods for training autonomous agents to play the game "Doom 2" through Imitation Learning (IL) using only pixel data as input. We also explore how Reinforcement Learning (RL) compares to IL for humanness by comparing camera movement and trajectory data. Through behavioural cloning, we examine the ability of individual models to learn varying behavioural traits. We attempt to mimic the behaviour of real players with different play styles, and find we can train agents that behave aggressively, passively, or simply more human-like than traditional AIs. We propose these methods of introducing more depth and human-like behaviour to agents in video games. The trained IL agents perform on par with the average players in our dataset, whilst outperforming the worst players. While performance was not as strong as common RL approaches, it provides much stronger human-like behavioural traits to the agent.
format Preprint
id arxiv_https___arxiv_org_abs_2401_03993
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Behavioural Cloning in VizDoom
Spick, Ryan
Bradley, Timothy
Raina, Ayush
Amadori, Pierluigi Vito
Moss, Guy
Machine Learning
Artificial Intelligence
Computer Vision and Pattern Recognition
This paper describes methods for training autonomous agents to play the game "Doom 2" through Imitation Learning (IL) using only pixel data as input. We also explore how Reinforcement Learning (RL) compares to IL for humanness by comparing camera movement and trajectory data. Through behavioural cloning, we examine the ability of individual models to learn varying behavioural traits. We attempt to mimic the behaviour of real players with different play styles, and find we can train agents that behave aggressively, passively, or simply more human-like than traditional AIs. We propose these methods of introducing more depth and human-like behaviour to agents in video games. The trained IL agents perform on par with the average players in our dataset, whilst outperforming the worst players. While performance was not as strong as common RL approaches, it provides much stronger human-like behavioural traits to the agent.
title Behavioural Cloning in VizDoom
topic Machine Learning
Artificial Intelligence
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2401.03993