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Human-level performance in 3D multiplayer games with population-based reinforcement learning

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Artificial teamwork Artificially intelligent agents are getting better and better at two-player games, but most real-world endeavors require teamwork. Jaderberg et al. designed a computer program that excels at playing… Click to show full abstract

Artificial teamwork Artificially intelligent agents are getting better and better at two-player games, but most real-world endeavors require teamwork. Jaderberg et al. designed a computer program that excels at playing the video game Quake III Arena in Capture the Flag mode, where two multiplayer teams compete in capturing the flags of the opposing team. The agents were trained by playing thousands of games, gradually learning successful strategies not unlike those favored by their human counterparts. Computer agents competed successfully against humans even when their reaction times were slowed to match those of humans. Science, this issue p. 859 Teams of artificial agents compete successfully against humans in the video game Quake III Arena in Capture the Flag mode. Reinforcement learning (RL) has shown great success in increasingly complex single-agent environments and two-player turn-based games. However, the real world contains multiple agents, each learning and acting independently to cooperate and compete with other agents. We used a tournament-style evaluation to demonstrate that an agent can achieve human-level performance in a three-dimensional multiplayer first-person video game, Quake III Arena in Capture the Flag mode, using only pixels and game points scored as input. We used a two-tier optimization process in which a population of independent RL agents are trained concurrently from thousands of parallel matches on randomly generated environments. Each agent learns its own internal reward signal and rich representation of the world. These results indicate the great potential of multiagent reinforcement learning for artificial intelligence research.

Keywords: game; level performance; reinforcement learning; human level; multiplayer

Journal Title: Science
Year Published: 2019

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