Abstract
The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward model that allows the use of algorithms such as Monte Carlo Tree Search. In this paper, we describe how we interface GVGAI to the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems. Using this interface, we characterize how widely used implementations of several deep reinforcement learning algorithms fare on a number of GVGAI games. We further analyze the results to provide a first indication of the relative difficulty of these games relative to each other, and relative to those in the Arcade Learning Environment under similar conditions.
Original language | English |
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Title of host publication | Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, CIG 2018 |
Editors | Cameron BROWNE |
Publisher | IEEE Computer Society |
Number of pages | 8 |
ISBN (Electronic) | 9781538643594 |
DOIs | |
Publication status | Published - 2018 |
Externally published | Yes |
Event | 14th IEEE Conference on Computational Intelligence and Games, CIG 2018 - Maastricht, Netherlands Duration: 14 Aug 2018 → 17 Aug 2018 |
Publication series
Name | IEEE Conference on Computatonal Intelligence and Games, CIG |
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Volume | 2018-August |
ISSN (Print) | 2325-4270 |
ISSN (Electronic) | 2325-4289 |
Conference
Conference | 14th IEEE Conference on Computational Intelligence and Games, CIG 2018 |
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Country/Territory | Netherlands |
City | Maastricht |
Period | 14/08/18 → 17/08/18 |
Bibliographical note
Publisher Copyright:© 2018 IEEE.
Keywords
- Advantage actor critic
- Deep Q-learning
- Deep reinforcement learning
- General video game AI
- OpenAI Gym
- Video game description language