In video games, non-player characters (NPCs) are used to enhance the players' experience in a variety of ways, e.g., as enemies, allies, or innocent bystanders. A crucial component of NPCs is navigation, which allows them to move from one point to another on the map. The most popular approach for NPC navigation in the video game industry is to use a navigation mesh (NavMesh), which is a graph representation of the map, with nodes and edges indicating traversable areas. Unfortunately, complex navigation abilities that extend the character's capacity for movement, e.g., grappling hooks, jetpacks, teleportation, or double-jumps, increases the complexity of the NavMesh, making it intractable in many practical scenarios. Game designers are thus constrained to only add abilities that can be handled by a NavMesh if they want to have NPC navigation. As an alternative, we propose to use Deep Reinforcement Learning (Deep RL) to learn how to navigate 3D maps using any navigation ability. We test our approach on complex 3D environments in the Unity game engine that are notably an order of magnitude larger than maps typically used in the Deep RL literature. One of these maps is directly modeled after a Ubisoft AAA game. We find that our approach performs surprisingly well, achieving at least $90\%$ success rate on all tested scenarios. A video of our results is available at https://youtu.be/WFIf9Wwlq8M.
SEED - Electronic Arts (EA)(SEED - 美国艺电公司(EA));Università degli Studi di Firenze(佛罗伦萨大学)
This paper proposes a novel deep reinforcement learning algorithm to perform automatic analysis and detection of gameplay issues in complex 3D navigation environments. The Curiosity-Conditioned Proximal Trajectories (CCPT) method combines curiosity and imitation learning to train agents to methodically explore in the proximity of known trajectories derived from expert demonstrations. We show how CCPT can explore complex environments, discover gameplay issues and design oversights in the process, and recognize and highlight them directly to game designers. We further demonstrate the effectivene…
Modern AAA video games feature huge game levels and maps which are increasingly hard for level testers to cover exhaustively. As a result, games often ship with catastrophic bugs such as the player falling through the floor or being stuck in walls. We propose an approach specifically targeted at reachability bugs in simulated 3D environments based on the powerful exploration algorithm, Go-Explore, which saves unique checkpoints across the map and then identifies promising ones to explore from. We show that when coupled with simple heuristics derived from the game's navigation mesh, Go-Explore …
We address planning and navigation in challenging 3D video games featuring maps with disconnected regions reachable by agents using special actions. In this setting, classical symbolic planners are not applicable or difficult to adapt. We introduce a hybrid technique combining a low level policy trained with reinforcement learning and a graph based high level classical planner. In addition to providing human-interpretable paths, the approach improves the generalization performance of an end-to-end approach in unseen maps, where it achieves a 20% absolute increase in success rate over a recurre…
Current datasets to train social behaviors are usually borrowed from surveillance applications that capture visual data from a bird's-eye perspective. This leaves aside precious relationships and visual cues that could be captured through a first-person view of a scene. In this work, we propose a strategy to exploit the power of current game engines, such as Unity, to transform pre-existing bird's-eye view datasets into a first-person view, in particular, a depth view. Using this strategy, we are able to generate large volumes of synthetic data that can be used to pre-train a social navigation…
This paper aims to develop a paradigm that models the learning behavior of intelligent agents (including but not limited to autonomous vehicles, connected and automated vehicles, or human-driven vehicles with intelligent navigation systems where human drivers follow the navigation instructions completely) with a utility-optimizing goal and the system's equilibrating processes in a routing game among atomic selfish agents. Such a paradigm can assist policymakers in devising optimal operational and planning countermeasures under both normal and abnormal circumstances. To this end, we develop a M…
Deep reinforcement learning has become popular over recent years, showing superiority on different visual-input tasks such as playing Atari games and robot navigation. Although objects are important image elements, few work considers enhancing deep reinforcement learning with object characteristics. In this paper, we propose a novel method that can incorporate object recognition processing to deep reinforcement learning models. This approach can be adapted to any existing deep reinforcement learning frameworks. State-of-the-art results are shown in experiments on Atari games. We also propose a…
Autonomously navigating a robot in everyday crowded spaces requires solving complex perception and planning challenges. When using only monocular image sensor data as input, classical two-dimensional planning approaches cannot be used. While images present a significant challenge when it comes to perception and planning, they also allow capturing potentially important details, such as complex geometry, body movement, and other visual cues. In order to successfully solve the navigation task from only images, algorithms must be able to model the scene and its dynamics using only this channel of …
As a fundamental problem for Artificial Intelligence, multi-agent system (MAS) is making rapid progress, mainly driven by multi-agent reinforcement learning (MARL) techniques. However, previous MARL methods largely focused on grid-world like or game environments; MAS in visually rich environments has remained less explored. To narrow this gap and emphasize the crucial role of perception in MAS, we propose a large-scale 3D dataset, CollaVN, for multi-agent visual navigation (MAVN). In CollaVN, multiple agents are entailed to cooperatively navigate across photo-realistic environments to reach ta…
National and Kapodistrian University of Athens(雅典国家与卡波季斯特里安大学)
In this work we apply deep reinforcement learning to the problems of navigating a three-dimensional environment and inferring the locations of human speaker audio sources within, in the case where the only available information is the raw sound from the environment, as a simulated human listener placed in the environment would hear it. For this purpose we create two virtual environments using the Unity game engine, one presenting an audio-based navigation problem and one presenting an audio source localization problem. We also create an autonomous agent based on PPO online reinforcement learni…
Delft University of Technology(代尔夫特理工大学);Czech Institute of Informatics, Robotics and Cybernetics(捷克信息学、机器人学与控制论研究所);Czech Technical University in Prague(捷克布拉格技术大学)
Deep reinforcement learning (RL) has been successfully applied to a variety of game-like environments. However, the application of deep RL to visual navigation with realistic environments is a challenging task. We propose a novel learning architecture capable of navigating an agent, e.g. a mobile robot, to a target given by an image. To achieve this, we have extended the batched A2C algorithm with auxiliary tasks designed to improve visual navigation performance. We propose three additional auxiliary tasks: predicting the segmentation of the observation image and of the target image and predic…
Institute of Computing Science, Poznan University of Technology(波兹南工业大学计算科学研究所)
The recent advances in deep neural networks have led to effective vision-based reinforcement learning methods that have been employed to obtain human-level controllers in Atari 2600 games from pixel data. Atari 2600 games, however, do not resemble real-world tasks since they involve non-realistic 2D environments and the third-person perspective. Here, we propose a novel test-bed platform for reinforcement learning research from raw visual information which employs the first-person perspective in a semi-realistic 3D world. The software, called ViZDoom, is based on the classical first-person sho…
Imperial College London(伦敦帝国理工学院);Laiye Network Technology Co.Ltd.(来也网络科技有限公司)
Cooperative game is a critical research area in the multi-agent reinforcement learning (MARL). Global reward game is a subclass of cooperative games, where all agents aim to maximize the global reward. Credit assignment is an important problem studied in the global reward game. Most of previous works stood by the view of non-cooperative-game theoretical framework with the shared reward approach, i.e., each agent being assigned a shared global reward directly. This, however, may give each agent an inaccurate reward on its contribution to the group, which could cause inefficient learning. To dea…
Beijing National Research Center for Information Science and Technology(北京信息科学与技术国家研究中心);Tsinghua University(清华大学);Xinjiang University(新疆大学);JD Explore Academy, JD.com(京东探索研究院)
Audio-visual navigation task requires an agent to find a sound source in a realistic, unmapped 3D environment by utilizing egocentric audio-visual observations. Existing audio-visual navigation works assume a clean environment that solely contains the target sound, which, however, would not be suitable in most real-world applications due to the unexpected sound noise or intentional interference. In this work, we design an acoustically complex environment in which, besides the target sound, there exists a sound attacker playing a zero-sum game with the agent. More specifically, the attacker can…
University of Applied Science Gelsenkirchen(盖尔森基兴应用科学大学)
Deep Reinforcement Learning has been successfully applied in various computer games [8]. However, it is still rarely used in real-world applications, especially for the navigation and continuous control of real mobile robots [13]. Previous approaches lack safety and robustness and/or need a structured environment. In this paper we present our proof of concept for autonomous self-learning robot navigation in an unknown environment for a real robot without a map or planner. The input for the robot is only the fused data from a 2D laser scanner and a RGB-D camera as well as the orientation to the…
We present DRLViz, a visual analytics interface to interpret the internal memory of an agent (e.g. a robot) trained using deep reinforcement learning. This memory is composed of large temporal vectors updated when the agent moves in an environment and is not trivial to understand due to the number of dimensions, dependencies to past vectors, spatial/temporal correlations, and co-correlation between dimensions. It is often referred to as a black box as only inputs (images) and outputs (actions) are intelligible for humans. Using DRLViz, experts are assisted to interpret decisions using memory r…
Deep Reinforcement Learning (DRL) has been successfully applied in several research domains such as robot navigation and automated video game playing. However, these methods require excessive computation and interaction with the environment, so enhancements on sample efficiency are required. The main reason for this requirement is that sparse and delayed rewards do not provide an effective supervision for representation learning of deep neural networks. In this study, Proximal Policy Optimization (PPO) algorithm is augmented with Generative Adversarial Networks (GANs) to increase the sample ef…
Approximate information maximization for bandit games
Institut Pasteur(巴斯德研究所);Université Paris Cité(巴黎西岱大学);Epimethee(埃皮米修斯团队);INRIA Paris(法国国家信息与自动化研究所巴黎分部);CNRS(法国国家科学研究中心);INRIA(法国国家信息与自动化研究所);Université Paris Saclay(巴黎萨克雷大学);LMO(奥赛数学实验室)
Dep. of Computer Science, Delft University of Technology, The Netherlands(代尔夫特理工大学计算机科学系,荷兰);Dep. of Computer Science, Leiden University, The Netherlands(莱顿大学计算机科学系,荷兰)
We aim to understand how people assess human likeness in navigation produced by people and artificially intelligent (AI) agents in a video game. To this end, we propose a novel AI agent with the goal of generating more human-like behavior. We collect hundreds of crowd-sourced assessments comparing the human-likeness of navigation behavior generated by our agent and baseline AI agents with human-generated behavior. Our proposed agent passes a Turing Test, while the baseline agents do not. By passing a Turing Test, we mean that human judges could not quantitatively distinguish between videos of …
We aim to help users estimate the state of the world in tasks like robotic teleoperation and navigation with visual impairments, where users may have systematic biases that lead to suboptimal behavior: they might struggle to process observations from multiple sensors simultaneously, receive delayed observations, or overestimate distances to obstacles. While we cannot directly change the user's internal beliefs or their internal state estimation process, our insight is that we can still assist them by modifying the user's observations. Instead of showing the user their true observations, we syn…