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Playing FPS Games with Deep Reinforcement Learning

Playing FPS Games with Deep Reinforcement Learning
Playing FPS Games with Deep Reinforcement Learning

Playing FPS Games with Deep Reinforcement Learning

Guillaume Lample ?,Devendra Singh Chaplot ?

{glample,chaplot }@https://www.wendangku.net/doc/e43483721.html, School of Computer Science Carnegie Mellon University

Abstract

Advances in deep reinforcement learning have allowed au-tonomous agents to perform well on Atari games,often out-performing humans,using only raw pixels to make their de-cisions.However,most of these games take place in 2D envi-ronments that are fully observable to the agent.In this paper,we present the ?rst architecture to tackle 3D environments in ?rst-person shooter games,that involve partially observ-able states.Typically,deep reinforcement learning methods only utilize visual input for training.We present a method to augment these models to exploit game feature information such as the presence of enemies or items,during the training phase.Our model is trained to simultaneously learn these fea-tures along with minimizing a Q-learning objective,which is shown to dramatically improve the training speed and perfor-mance of our agent.Our architecture is also modularized to allow different models to be independently trained for differ-ent phases of the game.We show that the proposed architec-ture substantially outperforms built-in AI agents of the game as well as humans in deathmatch scenarios.

1Introduction

Deep reinforcement learning has proved to be very success-ful in mastering human-level control policies in a wide va-riety of tasks such as object recognition with visual atten-tion (Ba,Mnih,and Kavukcuoglu 2014),high-dimensional robot control (Levine et al.2016)and solving physics-based control problems (Heess et al.2015).In particular,Deep Q-Networks (DQN)are shown to be effective in playing Atari 2600games (Mnih et al.2013)and more recently,in defeat-ing world-class Go players (Silver et al.2016).

However,there is a limitation in all of the above appli-cations in their assumption of having the full knowledge of the current state of the environment,which is usually not true in real-world scenarios.In the case of partially observ-able states,the learning agent needs to remember previous states in order to select optimal actions.Recently,there have been attempts to handle partially observable states in deep reinforcement learning by introducing recurrency in Deep Q-networks.For example,Hausknecht and Stone (2015)use a deep recurrent neural network,particularly a Long-Short-Term-Memory (LSTM)Network,to learn the Q-function to play Atari 2600games.Foerster et al.(2016)consider

The authors contributed equally to this work.

a multi-agent scenario where they use deep distributed re-current neural networks to communicate between different agent in order to solve riddles.The use of recurrent neural networks is effective in scenarios with partially observable states due to its ability to remember information for an arbi-trarily long amount of

time.

Figure 1:A screenshot of Doom.

Previous methods have usually been applied to 2D envi-ronments that hardly resemble the real world.In this paper,we tackle the task of playing a First-Person-Shooting (FPS)game in a 3D environment.This task is much more challeng-ing than playing most Atari games as it involves a wide va-riety of skills,such as navigating through a map,collecting items,recognizing and ?ghting enemies,etc.Furthermore,states are partially observable,and the agent navigates a 3D environment in a ?rst-person perspective,which makes the task more suitable for real-world robotics applications.

In this paper,we present an AI-agent for playing death-matches 1in FPS games using only the pixels on the screen.Our agent divides the problem into two phases:navigation (exploring the map to collect items and ?nd enemies)and action (?ghting enemies when they are observed),and uses separate networks for each phase of the game.Furthermore,the agent infers high-level game information,such as the presence of enemies on the screen,to decide its current phase and to improve its performance.

1

A deathmatch is a scenario in FPS games where the objective is to maximize number of kills by a player/agent.

a r X i v :1609.05521v 1 [c s .A I ] 18 S e p 2016

We evaluate our model on the two different tasks adapted from the Visual Doom AI Competition(ViZDoom)2using the API developed by Kempka et al.(2016)(Figure1shows a screenshot of Doom).The API gives a direct access to the Doom game engine and allows to synchronously send com-mands to the game agent and receive inputs of the current state of the game.We show that the proposed architecture substantially outperforms built-in AI agents of the game as well as humans in deathmatch scenarios and we demonstrate the importance of each component of our architecture.

2Background

Below we give a brief summary of the DQN and DRQN models.

2.1Deep Q-Networks

Reinforcement learning deals with learning a policy for an agent interacting in an unknown environment.At each step, an agent observes the current state s t of the environment, decides of an action a t according to a policyπ,and observes a reward signal r t.The goal of the agent is to?nd a policy that maximizes the expected sum of discounted rewards R t

R t=

T

i=t

γt ?t r t

where T is the time at which the game terminates,andγ∈[0,1]is a discount factor that determines the importance of future rewards.The Q-function of a given policyπis de?ned as the expected return from executing an action a in a state s:

Qπ(s,a)=E[R t|s t=s,a t=a]

It is common to use a function approximator to estimate the action-value function Q.In particular,DQN uses a neural network parametrized byθ,and the idea is to obtain an esti-mate of the Q-function of the current policy which is close to the optimal Q-function Q?de?ned as the highest return we can expect to achieve by following any strategy:

Q?(s,a)=max

πE[R t|s t=s,a t=a]=max

π

Qπ(s,a)

In other words,the goal is to?ndθsuch that Qθ(s,a)≈Q?(s,a).The optimal Q-function veri?es the Bellman opti-mality equation

Q?(s,a)=E

r+γmax

a

Q?(s ,a )|s,a

If Qθ≈Q?,it is natural to think that Qθshould be close from also verifying the Bellman equation.This leads to the following loss function:

L t(θt)=E s,a,r,s

y t?Qθ

t

(s,a)

2

2ViZDoom Competition at IEEE Computational Intelligence And Games(CIG)Conference,2016 (https://www.wendangku.net/doc/e43483721.html,.pl/competition-cig-2016)where t is the current time step,and y t=r+γmax a Qθ

t

(s ,a ).The value of y t is?xed,which leads to the following gradient:

t

L t(θt)=E s,a,r,s

y t?Qθ(s,a)

t

t

(s,a)

Instead of using an accurate estimate of the above gradient, we compute it using the following approximation:

t

L t(θt)≈

y t?Qθ(s,a)

t

t

(s,a) Although being a very rough approximation,these up-dates have been shown to be stable and to perform well in practice.

Instead of performing the Q-learning updates in an online fashion,it is popular to use experience replay(Lin1993) to break correlation between successive samples.At each time steps,agent experiences(s t,a t,r t,s t+1)are stored in a replay memory,and the Q-learning updates are done on batches of experiences randomly sampled from the memory. At every training step,the next action is generated using an -greedy strategy:with a probability the next action is selected randomly,and with probability1? according to the network best action.In practice,it is common to start with =1and to progressively decay .

2.2Deep Recurrent Q-Networks

The above model assumes that at each step,the agent re-ceives a full observation s t of the environment-as opposed to games like Go,Atari games actually rarely return a full observation,since they still contain hidden variables,but the current screen buffer is usually enough to infer a very good sequence of actions.But in partially observable envi-ronments,the agent only receives an observation o t of the environment which is usually not enough to infer the full state of the system.A FPS game like DOOM,where the agent?eld of view is limited to90centered around its posi-tion,obviously falls into this category.

To deal with such environments,Hausknecht and Stone (2015)introduced the Deep Recurrent Q-Networks (DRQN),which does not estimate Q(s t,a t),but Q(o t,h t?1,a t),where h t is an extra input returned by the network at the previous step,that represents the hidden state of the agent.A recurrent neural network like a LSTM can be implemented on top of the normal DQN model to do that.In that case,h t=LSTM(h t?1,o t),and we estimate Q(h t,a t).Our model is built on top of the DRQN architecture.

3Model

Our?rst approach to solving the problem was to use a baseline DRQN model.Although this model achieved good performance in relatively simple scenarios(where the only available actions were to turn or attack),it did not perform well on deathmatch tasks.The resulting agents were?ring at will,hoping for an enemy to come under their lines of?re. Giving a penalty for using ammo did not help:with a small penalty,agents would keep?ring,and with a big one they would just never?re.

Figure2:An illustration of the architecture of our model.The input image is given to two convolutional layers.The output of the convolutional layers is split into two streams.The?rst one(bottom)?attens the output(layer3’)and feeds it to a LSTM,as in the DRQN model.The second one(top)projects it to an extra hidden layer(layer4),then to a?nal layer representing each game feature.During the training,the game features and the Q-learning objectives are trained jointly.

3.1Game feature augmentation

We reason that the agents were not able to accurately detect enemies.The ViZDoom environment gives access to inter-nal variables generated by the game engine.We modi?ed the game engine so that it returns,with every frame,infor-mation about the visible entities.Therefore,at each step, the network receives a frame,as well as a Boolean value for each entity,indicating whether this entity appears in the frame or not(an entity can be an enemy,a health pack,a weapon,ammo,etc).Although this internal information is not available at test time,it can be exploited during training. We modi?ed the DRQN architecture to incorporate this in-formation and to make it sensitive to game features.In the initial model,the output of the convolutional neural network (CNN)is given to a LSTM that predicts a score for each action based on the current frame and its hidden state.We added two fully-connected layers of size512and k con-nected to the output of the CNN,where k is the number of game features we want to detect.At training time,the cost of the network is a combination of the normal DRQN cost and the cross-entropy loss.An illustration of the architecture is presented in Figure2.

Although a lot of game information was available,we only used an indicator about the presence of enemies on the current frame.Adding this game feature dramatically im-proved the performance of the model on every scenario we tried.Figure4shows the performance of the DRQN with and without the game features.We explored other architec-tures to incorporate game features,such as using a separate network to make predictions and reinjecting the predicted features into the LSTM,but this did not achieve results bet-ter than the initial baseline,suggesting that sharing the con-volutional layers is decisive in the performance of the model. Jointly training the DRQN model and the game feature de-tection allows the kernels of the convolutional layers to cap-ture the relevant information about the game.In our exper-iments,it only takes a few hours for the model to reach an optimal enemy detection accuracy of90%.After that,the LSTM is given features that often contain information about the presence of enemy and their positions,resulting in accel-erated training.

Augmenting a DRQN model with game features is straightforward.However,the above method can not be ap-plied easily to a DQN model.Indeed,the important aspect of the model is the sharing of the convolution?lters between predicting game features and the Q-learning objective.The DRQN is perfectly adapted to this setting since the network takes as input a single frame,and has to predict what is vis-ible in this speci?c frame.However,in a DQN model,the network receives k frames at each time step,and will have to predict whether some features appear in the last frame only, independently of the content of the k?1previous frames. Convolutional layers do not perform well in this setting,and even with dropout we never obtained an enemy detection ac-curacy above70%using that model.

3.2Divide and conquer

The deathmatch task is typically divided into two phases, one involves exploring the map to collect items and to?nd enemies,and the other consists in?ghting enemies(McPart-land and Gallagher2008;Tastan and Sukthankar2011).We call these phases the navigation and action phases.Having two networks work together,each trained to act in a spe-ci?c phase of the game should naturally lead to a better overall performance.Current DQN models do not allow for the combination of different networks optimized on different tasks.However,the current phase of the game can be deter-mined by predicting whether an enemy is visible in the cur-rent frame(action phase)or not(navigation phase),which can be inferred directly from the game features present in

Figure3:DQN updates in the LSTM.Only the scores of the actions taken in states5,6and7will be updated.First four states provide a more accurate hidden state to the LSTM, while the last state provide a target for state7.

the proposed model architecture.

There are various advantages of splitting the task into two phases and training a different network for each phase. First,this makes the architecture modular and allows dif-ferent models to be trained and tested independently for each phase.Both networks can be trained in parallel,which makes the training much faster as compared to training a single network for the whole task.Furthermore,the naviga-tion phase only requires three actions(move forward,turn left and turn right),which dramatically reduces the num-ber of state-action pairs required to learn the Q-function, and makes the training much faster(Gaskett,Wettergreen, and Zelinsky1999).More importantly,using two networks also mitigates“camper”behavior,i.e.tendency to stay in one area of the map and wait for enemies,which was exhibited by the agent when we tried to train a single DQN or DRQN for the deathmatch task.

We trained two different networks for our agent.We used a DRQN augmented with game features for the action net-work,and a simple DQN for the navigation network.Dur-ing the evaluation,the action network is called at each step. If no enemies are detected in the current frame,or if the agent does not have any ammo left,the navigation network is called to decide the next action.Otherwise,the decision is given to the action network.Results in Table2demonstrate the effectiveness of the navigation network in improving the performance of our agent.

4Training

4.1Reward shaping

The score in the deathmatch scenario is de?ned as the num-ber of frags,i.e.number of kills minus number of suicides. If the reward is only based on the score,the replay table is extremely sparse w.r.t state-action pairs having non-zero re-wards,which makes it very dif?cult for the agent to learn favorable actions.Moreover,rewards are extremely delayed and are usually not the result of a speci?c action:getting a positive reward requires the agent to explore the map to ?nd an enemy and accurately aim and shoot it with a slow projectile rocket.The delay in reward makes it dif?cult for the agent to learn which set of actions is responsible for what reward.To tackle the problem of sparse replay table and delayed rewards,we introduce reward shaping,i.e.the modi?cation of reward function to include small intermedi-ate rewards to speed up the learning process(Ng2003).In addition to positive reward for kills and negative rewards for suicides,we introduce the following intermediate rewards for shaping the reward function of the action network:?positive reward for object pickup(health,weapons and ammo)

?negative reward for loosing health(attacked by enemies or walking on lava)

?negative reward for shooting,or loosing ammo

We used different rewards for the navigation network. Since it evolves on a map without enemies and its goal is just to gather items,we simply give it a positive reward when it picks up an item,and a negative reward when it’s walking on lava.We also found it very helpful to give the network a small positive reward proportional to the distance it travelled since the last step.That way,the agent is faster to explore the map,and avoids turning in circles.

4.2Frame skip

Like in most previous approaches,we used the frame-skip technique(Bellemare et al.2012).In this approach,the agent only receives a screen input every k+1frames,where k is the number of frames skipped between each step.The action decided by the network is then repeated over all the skipped frames.A higher frame-skip rate accelerates the training, but can hurt the performance.Typically,aiming at an en-emy sometimes requires to rotate by a few degrees,which is impossible when the frame skip rate is too high,even for hu-man players,because the agent will repeat the rotate action many times and ultimately rotate more than it intended to.A frame skip of k=4turned out to be the best tradeoff.

4.3Sequential updates

To perform the DRQN updates,we use a different approach from the one presented by Hausknecht and Stone(2015).A sequence of n observations o1,o2,...,o n is randomly sam-pled from the replay memory,but instead of updating all action-states in the sequence,we only consider the ones that are provided with enough history.Indeed,the?rst states of the sequence will be estimated from an almost non-existent history(since h0is reinitialized at the beginning of the up-dates),and might be inaccurate.As a result,updating them might lead to imprecise updates.

To prevent this problem,errors from states o1...o h,where h is the minimum history size for a state to be updated,are not backpropagated through the network.Errors from states o h+1..o n?1will be backpropagated,o n only being used to create a target for the o n?1action-state.An illustration of the updating process is presented in Figure3,where h=4and n=8.In all our experiments,we set the minimum history size to4,and we perform the updates on5states.Figure4 shows the importance of selecting an appropriate number of updates.Increasing the number of updates leads to high cor-relation in sampled frames,violating the DQN random sam-

Figure4:Plot of K/D score of action network on limited deathmatch as a function of training time(a)with and without dropout (b)with and without game features,and(c)with different number of updates in the LSTM.

Single Player Multiplayer

Evaluation Metric Human Agent Human Agent

Number of objects 5.29.2 6.110.5

Number of kills12.627.6 5.58.0

Number of deaths8.3 5.011.2 6.0

Number of suicides 3.6 2.0 3.20.5

K/D Ratio 1.52 5.120.49 1.33

Table1:Comparison of human players with agent.Single

player scenario is both humans and the agent playing against

bots in separate games.Multiplayer scenario is agent and

human playing against each other in the same game.

pling policy,while decreasing the number of updates makes

it very dif?cult for the network to converge to a good policy.

5Experiments

5.1Hyperparameters

All networks were trained using the RMSProp algorithm and

minibatches of https://www.wendangku.net/doc/e43483721.html,work weights were updated ev-

ery4steps,so experiences are sampled on average8times

during the training(Van Hasselt,Guez,and Silver2015).

The replay memory contained the one million most recent

frames.The discount factor was set toγ=0.99.We used

an -greedy policy during the training,where was linearly

decreased from1to0.1over the?rst million steps,and then

?xed to0.1.

Different screen resolutions of the game can lead to a dif-

ferent?eld of view.In particular,a4/3resolution provides

a90degree?eld of view,while a16/9resolution in Doom

has a108degree?eld of view(as presented in Figure1).

In order to maximize the agent game awareness,we used

a16/9resolution of440x225which we resized to108x60.

Although faster,our model obtained a lower performance

using grayscale images,so we decided to use colors in all

experiments.

5.2Scenario

We use the ViZDoom platform(Kempka et al.2016)to con-

duct all our experiments and evaluate our methods on the

deathmatch scenario.In this scenario,the agent plays against

built-in Doom bots,and the?nal score is the number of

frags,i.e.number of bots killed by the agent minus the num-

ber of suicides committed.We consider two variations of

this scenario,adapted from the ViZDoom AI Competition:

Limited deathmatch on a known map.The agent is

trained and evaluated on the same map,and the only avail-

able weapon is a rocket launcher.Agents can gather health

packs and ammo.

Full deathmatch on unknown maps.The agent is trained

and tested on different maps.The agent starts with a pistol,

but can pick up different weapons around the map,as well as

gather health packs and ammo.We use10maps for training

and3maps for testing.We further randomize the textures of

the maps during the training,as it improved the generaliz-

ability of the model.

The limited deathmatch task is ideal for demonstrating the

model design effectiveness and to chose hyperparameters,

as the training time is signi?cantly lower than on the full

deathmatch task.In order to demonstrate the generalizabil-

ity of our model,we use the full deathmatch task to show

that our model also works effectively on unknown maps.

5.3Evaluation Metrics

For evaluation in deathmatch scenarios,we use Kill to death

(K/D)ratio as the scoring metric.Since K/D ratio is sus-

ceptible to“camper”behavior to minimize deaths,we also

report number of kills to determine if the agent is able to ex-

plore the map to?nd enemies.In addition to these,we also

report the total number of objects gathered,the total number

of deaths and total number of suicides(to analyze the ef-

fects of different design choices).Suicides are caused when

the agent shoots too close to itself,with a weapon having

blast radius like rocket launcher.Since suicides are counted

in deaths,they provide a good way for penalizing K/D score

when the agent is shooting arbitrarily.

5.4Results&Analysis

Demo videos.Demonstrations of navigation and death-

match on known and unknown maps are available here3.

3https://https://www.wendangku.net/doc/e43483721.html,/playlist?list=

PLduGZax9wmiHg-XPFSgqGg8PEAV51q1FT

Limited Deathmatch Full Deathmatch Known Map Train maps Test maps

Evaluation Metric

Without

navigation

With

navigation

Without

navigation

With

navigation

Without

navigation

With

navigation

Number of objects144652.992.262.394.7

Number of kills16713843.066.832.043.0

Number of deaths362515.214.610.0 6.0

Number of suicides1510 1.7 3.10.3 1.3

Kill to Death Ratio 4.64 5.52 2.83 4.58 3.12 6.94

Table2:Performance of the agent with and without navigation.The agent was evaluated15minutes on each map.The perfor-mance on the full deathmatch task was averaged over10train maps and3test maps.

Navigation network enhancement.Scores on both the tasks with and without navigation are presented in Table2. The agent was evaluated15minutes on all the maps,and the results have been averaged for the full deathmatch map.In both scenarios,the total number of objects picked up dra-matically increases with navigation,as well as the K/D ra-tio.In the full deathmatch,the agent starts with a pistol, with which it is relatively dif?cult to kill enemies.Therefore, picking up weapons and ammo is much more important in the full deathmatch,which explains why the improvement in K/D ratio is bigger in this scenario.The limited death-match map was relatively small,and since there were many bots,navigating was not crucial to?nd other agents.As a result,the number of kills remained similar.However,the agent was able to pick up more than three times as many objects,such as health packs and ammo,with navigation. Being able to heal itself regularly,the agent decreased its number of deaths and improved its K/D ratio.Note that the scores across the two different tasks are not comparable due to difference in map sizes and number of objects between the different maps.The performance on the test maps is better than on the training maps,which is not necessarily surpris-ing given that the maps all look very different.In particular, the test maps contain less stairs and differences in level,that are usually dif?cult for the network to handle since we did not train it to look up and down.

Comparison to human players.Table1compares the agent to human players in single player and multiplayer sce-narios.In the single player scenario,human players and the agent play separately against10bots on the limited death-match map,for three minutes.In the multiplayer scenario, human players and the agent play against each other on the same map,for?ve minutes.Human scores are averaged over 20human players in both scenarios.As shown in the table, the proposed system outperforms human players in both sce-narios by a substantial margin.Note that the suicide rate of humans is particularly high indicating that it is dif?cult for humans to aim accurately in a limited reaction time. Game features.Detecting enemies is critical to our agent’s performance,but it is not a trivial task as enemies can appear at various distances,from different angles and in different environments.Including game features while train-ing resulted in a signi?cant improvement in the performance of the model,as shown in Figure4.After65hours of train-ing,the best K/D score of the network without game features is less than2.0,while the network with game features is able to achieve a maximum score over4.0.

Another advantage of using game features is that it gives immediate feedback about the quality of the features given by the convolutional network.If the enemy detection accu-racy is very low,the LSTM will not receive relevant infor-mation about the presence of enemies in the frame,and Q-learning network will struggle to learn a good policy.The enemy detection accuracy takes few hours to converge while training the whole model takes up to a week.Since the en-emy detection accuracy correlates with the?nal model per-formance,our architecture allows us to quickly tune our hy-perparameters without training the complete model.

For instance,the enemy detection accuracy with and with-out dropout quickly converged to90%and70%respectively, which allowed us to infer that dropout is crucial for the effective performance of the model.Figure4supports our inference that using a dropout layer signi?cantly improves the performance of the action network on the limited death-match.The difference becomes even more signi?cant in the full deathmatch,where the agent needs to generalize to un-known maps.

6Conclusion

In this paper,we have presented a complete architecture for playing deathmatch scenarios in FPS games.We introduced a method to augment a DRQN model with high-level game information,and modularized our architecture to incorpo-rate independent networks responsible for different phases of the game.These methods lead to dramatic improvements over the standard DRQN model when applied to compli-cated tasks like a deathmatch.We showed that the proposed model is able to outperform built-in bots as well as human players and demonstrated the generalizability of our model to unknown maps.Moreover,our methods are complemen-tary to recent improvements in DQN,and could easily be combined with dueling architectures(Wang,de Freitas,and Lanctot2015),and prioritized replay(Schaul et al.2015).

7Acknowledgements

We would like to acknowledge Sandeep Subramanian and Kanthashree Mysore Sathyendra for their valuable com-ments and suggestions.We thank students from Carnegie Mellon University for useful feedback and for helping us in testing our system.

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