English

Deep Reinforcement Learning for General Video Game AI

Machine Learning 2018-06-08 v1 Artificial Intelligence Neural and Evolutionary Computing Machine Learning

Abstract

The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward model that allows the use of algorithms such as Monte Carlo Tree Search. In this paper, we describe how we interface GVGAI to the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems. Using this interface, we characterize how widely used implementations of several deep reinforcement learning algorithms fare on a number of GVGAI games. We further analyze the results to provide a first indication of the relative difficulty of these games relative to each other, and relative to those in the Arcade Learning Environment under similar conditions.

Keywords

Cite

@article{arxiv.1806.02448,
  title  = {Deep Reinforcement Learning for General Video Game AI},
  author = {Ruben Rodriguez Torrado and Philip Bontrager and Julian Togelius and Jialin Liu and Diego Perez-Liebana},
  journal= {arXiv preprint arXiv:1806.02448},
  year   = {2018}
}

Comments

8 pages, 4 figures, Accepted at the conference on Computational Intelligence and Games 2018 IEEE

R2 v1 2026-06-23T02:21:52.050Z