Pith. sign in

REVIEW

Benchmarking End-to-End Behavioural Cloning on Video Games

Not yet reviewed by Pith; the record is open.

This paper has not been read by Pith yet. Machine review is queued; the pith claim, tier, and objections will appear here once it completes.

SPECIMEN: schema-true, not a live event

T0 review · schema-true

One-sentence machine reading of the paper's core claim.

pith:XXXXXXXX · record.json · timestamp

arxiv 2004.00981 v2 pith:UQOWOEI6 submitted 2020-04-02 cs.AI

Benchmarking End-to-End Behavioural Cloning on Video Games

classification cs.AI
keywords gamesvideobehaviouralcloningdatagamegeneralhumans
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
0 comments
read the original abstract

Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end approaches, where a computer plays a video game like humans do: by looking at the image displayed on the screen, and sending keystrokes to the game. As a general approach to playing video games, this has many inviting properties: no need for specialized modifications to the game, no lengthy training sessions and the ability to re-use the same tools across different games. However, related work includes game-specific engineering to achieve the results. We take a step towards a general approach and study the general applicability of behavioural cloning on twelve video games, including six modern video games (published after 2010), by using human demonstrations as training data. Our results show that these agents cannot match humans in raw performance but do learn basic dynamics and rules. We also demonstrate how the quality of the data matters, and how recording data from humans is subject to a state-action mismatch, due to human reflexes.

discussion (0)

Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.