Abstract
ViZDoom is a robust, first-person shooter reinforcement learning environment, characterized by a significant degree of latent state information. In this paper, double-Q learning and prioritized experience replay methods are tested under a certain ViZDoom combat scenario using a competitive deep recurrent Q-network (DRQN) architecture. In addition, an ensembling technique known as snapshot ensembling is employed using a specific annealed learning rate to observe differences in ensembling efficacy under these two methods. Annealed learning rates are important in general to the training of deep neural network models, as they shake up the status-quo and counter a model’s tending towards local optima. While both variants show performance exceeding those of built-in AI agents of the game, the known stabilizing effects of double-Q learning are illustrated, and priority experience replay is again validated in its usefulness by showing immediate results early on in agent development, with the caveat that value overestimation is accelerated in this case. In addition, some unique behaviors are observed to develop for priority experience replay (PER) and double-Q (DDQ) variants, and snapshot ensembling of both PER and DDQ proves a valuable method for improving performance of the ViZDoom Marine.
This work was not supported by any organization.
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Acknowledgment
The authors here would like to thank: (1) the ViZDoom development team for their continued maintenance and extension of this remarkable RL framework, and (2) IEEE CIG for their support of the annual ViZDoom Limited and Full Deathmatch Competitions.
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Schulze, C., Schulze, M. (2019). ViZDoom: DRQN with Prioritized Experience Replay, Double-Q Learning and Snapshot Ensembling. In: Arai, K., Kapoor, S., Bhatia, R. (eds) Intelligent Systems and Applications. IntelliSys 2018. Advances in Intelligent Systems and Computing, vol 868. Springer, Cham. https://doi.org/10.1007/978-3-030-01054-6_1
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