3260 papers • 126 benchmarks • 313 datasets
First-person shooter (FPS) games Involve like call of duty so enjoy ( Image credit: Procedural Urban Environments for FPS Games )
(Image credit: Papersgraph)
These leaderboards are used to track progress in video-games
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Use these libraries to find video-games models and implementations
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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 and confirms the utility of ViZDoom as an AI research platform and implies that visual reinforcement learning in 3D realistic first- person perspective environments is feasible.
This paper presents the first architecture to tackle 3D environments in first-person shooter games, that involve partially observable states, and substantially outperforms built-in AI agents of the game as well as average humans in deathmatch scenarios.
An AI agent that plays the modern first-person-shooter video game ‘Counter-Strike; Global Offensive’ (CSGO) from pixel input, a deep neural network that matches the performance of a casual human gamer on the deathmatch game mode whilst adopting a humanlike play style.
The "Sample Factory" is presented, a high-throughput training system optimized for a single-machine setting that combines a highly efficient, asynchronous, GPU-based sampler with off-policy correction techniques, allowing for throughput higher than $10^5$ environment frames/second on non-trivial control problems in 3D without sacrificing sample efficiency.
DSR is presented, which generalizes Successor Representations within an end-to-end deep reinforcement learning framework and has several appealing properties including: increased sensitivity to distal reward changes due to factorization of reward and world dynamics, and the ability to extract bottleneck states given successor maps trained under a random policy.
The proposed model incorporates ideas of traditional filtering-based localization methods, by using a structured belief of the state with multiplicative interactions to propagate belief, and combines it with a policy model to localize accurately while minimizing the number of steps required.
This work introduces entropy-based exploration (EBE) that enables an agent to explore efficiently the unexplored regions of state space and quantifies the agent's learning in a state using state-dependent action values and adaptively explores the state space.
This work proposes a smart chair platform - an unobtrusive approach to the collection of data on the eSports athletes and data further processing with machine learning methods and demonstrates that the professional athletes can be identified by their behaviour on the chair while playing the game.
The smart chair platform is proposed which is to collect data on the person's behavior on the chair using an integrated accelerometer, a gyroscope and a magnetometer to distinguish between the low-skilled and high-skilled players.
An Artificial Intelligence (AI) enabled solution for predicting the eSports player in-game performance using exclusively the data from sensors and has a number of promising applications for Pro eSports teams as well as a learning tool for amateur players.
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