2016
DOI: 10.48550/arxiv.1605.02097
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ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning

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Cited by 30 publications
(51 citation statements)
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“…It uses Tensorflow 1.x APIs and is in the style of the library tf-slim and tf.contrib.layers. With TPolicies one can build policy net or value net in various architectures, ranging from a simple one in list structure (e.g., a ConvNet plus LSTM for Atari [1,21] or ViZDoom [16]) to a complicated one of general Directed Acyclic Graph (e.g., the net for SC2 full game [8], containing layers/blocks of ResNet, Transformer, Pointer Net, Gated Linear Unit, Auto-regressive Action Heads, etc.). TPolicies also provides RL related Tensorflow ops, e.g., for building policy gradient loss, for computing λ-return.…”
Section: Code Structurementioning
confidence: 99%
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“…It uses Tensorflow 1.x APIs and is in the style of the library tf-slim and tf.contrib.layers. With TPolicies one can build policy net or value net in various architectures, ranging from a simple one in list structure (e.g., a ConvNet plus LSTM for Atari [1,21] or ViZDoom [16]) to a complicated one of general Directed Acyclic Graph (e.g., the net for SC2 full game [8], containing layers/blocks of ResNet, Transformer, Pointer Net, Gated Linear Unit, Auto-regressive Action Heads, etc.). TPolicies also provides RL related Tensorflow ops, e.g., for building policy gradient loss, for computing λ-return.…”
Section: Code Structurementioning
confidence: 99%
“…ViZDoom [16] is an AI research platform based on the FPS (First Person Shooter) game Doom. We adopt the CIG 2016 competition track 1 protocol [65], where 8 AI players join in a maze and play against each other.…”
Section: Vizdoommentioning
confidence: 99%
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“…Following the success of deep reinforcement learning in 3D Games such as Doom (Lample & Chaplot, 2017; and DeepmindLab , there has been increased interest in using deep reinforcement learning for training embodied AI agents, which interact with a 3D environment by receiving first-person views of the environment and taking navigational actions. The simplest navigational agents learn a particular behavior such as collecting or avoiding particular objects (Kempka et al, 2016;Jaderberg et al, 2016;Mirowski et al, 2016) or playing deathmatches (Lample & Chaplot, 2017;. Subsequently, there have been efforts on training navigational agents whose behavior is conditioned on a target specified using images (Zhu et al, 2017) or coordinates (Gupta et al, 2017a;Savva et al, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…We propose a novel dualattention model involving sequential Gated-and Spatial-Attention operations to perform explicit task-invariant alignment between the image representation channels and the words in the input and answer space. We create datasets and simulation scenarios for testing cross-task knowledge transfer in the Doom environment (Kempka et al, 2016) and show an absolute improvement of 43-61% on instructions and 5-26% for questions over baselines in a range of scenarios with varying difficulty. Additionally, we demonstrate that the modularity of our model allows easy addition of new objects and attributes to a trained model.…”
Section: Introductionmentioning
confidence: 99%