| Literature DB >> 31147514 |
Max Jaderberg1, Wojciech M Czarnecki1, Iain Dunning2, Luke Marris2, Guy Lever2, Antonio Garcia Castañeda2, Charles Beattie2, Neil C Rabinowitz2, Ari S Morcos2, Avraham Ruderman2, Nicolas Sonnerat2, Tim Green2, Louise Deason2, Joel Z Leibo2, David Silver2, Demis Hassabis2, Koray Kavukcuoglu2, Thore Graepel2.
Abstract
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.Entities:
Year: 2019 PMID: 31147514 DOI: 10.1126/science.aau6249
Source DB: PubMed Journal: Science ISSN: 0036-8075 Impact factor: 47.728