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Capstone Project: Navigating 3D Environments Visually Using Distilled Hierarchical Deep Q-Networks

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DeepDoom: Visually Navigating 3D Environments Using Distilled Hierarchical Deep Q-Networks

Current Version License

Last Updated: May 22, 2017

DeepDoom Team:

Table of Contents:

  1. Introduction
  2. Scenarios
  1. Results
  2. Getting Started

Introduction

The design of Artificial Intelligence (AI) within video games is continually evolving alongside improvements to video games themselves. However, while ally and enemy NPCs (non-playable characters) are typically designed to keep the human player engaged with a fair challenge, their behaviors can differ drastically from that of human players, namely due to their reliance on “under the hood” data and access to internal game variables. This holds an unfair advantage over their human counterparts, who may identify this behavior as unnatural or unfair. We believe that AIs may behave with greater similarity to human player behavior if they make judgements based upon the same available environmental information. While this does not represent the immediate future for game-playing AIs, this design may provide a more balanced and enjoyable experience for players while challenging the possibilities of human-like behaving agents.

Google DeepMind’s paper, Playing Atari With Deep Reinforcement Learning, showed the feasibility of game playing using only visual input. This was done by combining Deep Convolutional Neural Networks (CNNs) with Q-Learning, forming Deep Q-Networks (DQNs). Agents trained via DQNs were able to learn and play two-dimensional (2D) Atari 2600 games such as Pong, Breakout, and Space Invaders. In other words, DQNs guided the agent towards the best policy using positive or negative responses from the game’s respective environments. Since then, there has been an interest in researching the applications of these same reinforcement learning techniques to train agents within three-dimensional (3D) environments such as Doom and Minecraft.

The Doom series began in 1993 with the release of the first game, DOOM, and it has since sparked countless adaptations of 3D first-person shooter (FPS) games. These environments heightened the level design complexity with the incorporation of depth, providing another factor when designing agents. The relevancy of Doom with Artificial Intelligence can be contributed to the AI research platform ViZDoom alongside the scenario customization software Doom Builder and Slade, which are both compilers for the ACS (Action Code Script) scripting language used by ViZDoom. ViZDoom allows programmersto test reinforcement learning techniques within the environment of Doom. Its Visual Doom AI Competitions, as well as previous research, proved the feasibility of teaching agents to sufficiently play Doom using DQNs.

For this project, we created an agent capable of solving complex navigational problems using a hierarchical implementation of the Deep Q-Networks, expanding on ViZDoom’s experimentations, butheavily focusing on navigation. We first utilized DQN models to separately train simple tasks (such as turning and finding exits) and then integrated these as sub-models in a Hierarchical Deep Q-Network (h-DQN) model. In addition, we investigated distilling trained h-DQNs into the simple DQN architecture for a more resource-efficient execution. While the number of resources—or separately-skilled sub-models—needed is significantly reduced, the distillation process retains key behavioral information to run comparably to its hierarchical counterpart.

For more information, please read our full project report: DeepDoom: Navigating 3D Environments Visually Using Distilled Hierarchical Deep Q-Networks

For a demo of the project, please watch: DeepDoom Demo

Scenarios

We designed a set of scenarios where the agent will learn specific behaviors. These scenarios were created using Doom Builder v2.1+ and ViZDoom v1.1+. Reward functions are defined via the Doom Builder Script Editor using the Action Code Script (ACS) scripting language. For a quick tutorial, click here.

Note: living rewards are defined within the ViZDoom config file.

The following are descriptions of the scenarios:


Scenario 1 : Rigid Turning

rigid_turning_map

Description:

  • The purpose of this scenario is to train the agent how to navigate through corridors with sharp 90° turns.
  • The map is a rigid 2-shape, with randomly determined ceiling, floor, and wall textures at the time of loading the map.
  • The agent is placed at one end of the '2' and is expected to navigate through this shape.
  • The agent gets rewarded for walking down a corridor and turning a 90° corner.
  • The agent gets penalized for bumping into walls and not moving.

Available Actions:

  • [MOVE_FORWARD, MOVE_BACKWARD, TURN_LEFT, TURN_RIGHT]
  • This set of actions is the minimum required to complete the rigid turning scenario.

Goal Function:

  • +60 turning linedefs - for turning a 90° corner

  • +20 walking linedefs - for walking down a corridor

  • +100 level exit - for completing the level

  • +1 moving reward - changes in the agent's x,y position to encourage continual movement

  • -10 hitting the walls - for aimlessly bumping into the walls

  • -1 living reward - ViZDoom config file penalty to encourage faster level completion

Files:


Scenario 2 : Exit Finding

exit_finding_map

Description:

  • The purpose of this scenario is to train the agent how to locate an exit from a room and move towards that exit, which is merely a long hallway branching off of the room.
  • The map is a square room with a long 128-unit-wide corridor leading out of it and randomly determined ceiling, floor, and wall textures at the time of loading the map.
  • The agent is placed at a random point inside the room and facing a random direction via a ZDoom ACS script that runs when the agent enters the map.
  • The agent gets rewarded for moving towards the exit when it is within a 21.6° field of view relative to the agent's direction; therefore, the agent does not get rewarded for moving towards the exit while facing away.
  • The agent gets penalized for bumping into walls and not moving.

Available Actions:

  • [MOVE_FORWARD, MOVE_BACKWARD, TURN_LEFT, TURN_RIGHT]
  • This set of actions is the minimum required to complete the exit finding scenario.

Goal Function:

  • +10 * (x) exit linedefs - for moving closer to the goal while looking at it

Note: x inversely corresponds to the switch's distance; x decreases as distance increases.

  • +100 level exit - for completing the level

  • +1 moving reward - changes in theagent's x,y position to encourage continual movement

  • -10 hitting the walls - for aimlessly bumping into the walls

  • -1 living reward - ViZDoom config file penalty to encourage faster level completion

Files:


Scenario 3 : Doors

doors_map

Description:

  • The purpose of this scenario is to train the agent how to recognize and open doors.
  • The map is a straight rectangular corridor with 9 doors placed inside it and randomly determined ceiling, floor, and wall textures at the time of loading the map.
  • The agent is placed at one end of this corridor and is expected to proceed straight towards the exit.
  • The agent gets rewarded for advancing towards doors, for advancing through opened doors, and for reaching the exit.
  • The agent gets penalized for not moving.

Available Actions:

  • [USE, MOVE_FORWARD, TURN_LEFT, TURN_RIGHT]
  • This set of actions is the minimum required to complete the doors scenario.

Goal Function:

  • +50 door linedefs - for passing through an open door

  • +10 walking linedefs - for walking towards the next door

  • +20 level exit - for completing the level

  • +1 moving reward - changes in the agent's x,y position to encourage continual movement

  • -1 living reward - ViZDoom config file penalty to encourage faster level completion

Files:


Results

The DQN and HDQN models were trained on a machine with the following specs:

Intel i7-920
Asus Rampage GENE II (Intel X58 Chipset)
12 GB DDR3 10600
Nvidia GTX 750 Ti (2 GB VRAM)
SanDisk SSD Plus 240GB

The performance of the models are measured by averaging the total reward over 50 test runs after each training epoch. A demonstration of each trained model in their respective training scenario is also provided.

Comments and Observations:

  • A +1 moving reward helped to prevent agent from spinning in a stationary position.
  • A linear alpha (Q-learning rate) decay helped converge model behavior.

Rigid Turning

Rigid Turning training parameters can be found here.

Average Total Reward Per Epoch:

rigid_turing_total_reward

Demo:

Rigid Turning Demo


Exit Finding

Exit Finding training parameters can be found here.

Average Total Reward Per Epoch:

exit_finding_total_reward

Demo:

Exit Finding Demo


Doors

Doors training parameters can be found here.

Average Total Reward Per Epoch:

doors_total_reward

Demo:

Doors Demo


All Navigation Skills

All Navigation Skills training parameters can be found here.

Average Total Reward Per Epoch:

all_skills_total_reward

Demo:

All Skills Demo


Distilled All Navigation Skills

Distilled All Navigation Skills training parameters can be found here.

Average Total Reward Per Epoch:

distilled_all_skills_total_reward


Shooting

Shooting training parameters can be found here.

Average Total Reward Per Epoch:

shooting_total_reward

Getting Started

Requirements:

Requires Python v3.5+.

Requires the following Python Packages:

Setup and Installation:

Download or clone repository and install required packages.

Testing Models:

You can test out the different trained models by changing the testing parameters in Test.py:

# Testing Parameters
scenario = 'configs/rigid_turning.cfg'  # Vizdoom Scenario
model_weights = "double_dqlearn_DQNModel_rigid_turning.h5"      # DQN Model Weights .h5 file
depth_radius = 1.0                      # Depth Buffer Radius (recommended to keep at 1.0)  
depth_contrast = 0.9                    # Depth Buffer contrast on Greyscaled image
test_param = {
    'frame_skips' : 6,                  # Number of frames same action
    'nb_frames' : 3                     # Number of previous frames model uses
}
nb_runs = 10                            # Number of Testing runs done on model

Caution: Certain model_weight files are not compatible with specific scenarios. Also, make sure nb_frames are compatible with model_weight file. For more information, please refer to parameter descriptions located in /doc/parameters/

From /src/ run Test.py:

/DeepDoom/src $python3 Test.py
Using TensorFlow backend.
Testing DQN-Model: rigid_turning.h5

Running Simulation: configs/rigid_turning.cfg
 66%|█████████████████████████▌             | 197/300 [00:01<00:00, 160.48it/s]
Total Score: 1209.0

Running Replay: test.lmp
Total Score: 1209.0

The following is the ViZDoom test.lmp replay:

replay_gif

Wads, ViZdoom Configs, and Model Weights:

The /src/wads/ folder contains the .wad files for the scenarios.

The /src/configs/ folder contains the .cfg files for the scenarios.

The /data/model_weights folder contains trained .h5 model weight files.

License

Deep Doom Project is under the MIT License.

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