2020
DOI: 10.1109/tg.2019.2896986
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Deep Learning for Video Game Playing

Abstract: In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces and sparse reward… Show more

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Cited by 196 publications
(127 citation statements)
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References 97 publications
(163 reference statements)
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“…7 Towards more general AI While AI algorithms have become exceedingly good at playing specific games [33], it is still an unsolved challenge how to make an AI algorithm that can learn to quickly play any game it is given, or how to transfer skills learned in one game to another. This challenge, also known as General Video Game Playing [22], has resulted in the development of the General Video Game AI framework (GVGAI), a flexible framework designed to facilitate the development of general AI through video game playing [60].…”
Section: Merging State and Pixel Informationmentioning
confidence: 99%
“…7 Towards more general AI While AI algorithms have become exceedingly good at playing specific games [33], it is still an unsolved challenge how to make an AI algorithm that can learn to quickly play any game it is given, or how to transfer skills learned in one game to another. This challenge, also known as General Video Game Playing [22], has resulted in the development of the General Video Game AI framework (GVGAI), a flexible framework designed to facilitate the development of general AI through video game playing [60].…”
Section: Merging State and Pixel Informationmentioning
confidence: 99%
“…In order to achieve our goal, we started to investigate the literature [1,3,4,7,14,15,17,19,21,22]. Then, we focused our research on artificial agents for video-games (also called "bots").…”
Section: First Yearmentioning
confidence: 99%
“…Montezumas Revenge is a notable game from this genre as it requires memorization of other rooms that arent immediately available to the agent. Methods used in this space are DQN-PixelCNN, DQN-CTS, and H-DQN [2,9].…”
Section: Arcade Learning Environmentsmentioning
confidence: 99%
“…The main problem that has been the focus of many researchers has been the micromanagement of units in combat scenarios. Methods such as IQL, COMA, Zero Order, and BiCNet have been performed with promising results [9].…”
Section: Real Time Strategymentioning
confidence: 99%