ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning
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Abstract (arXiv)
The recent advances in deep neural networks have led to effective vision-based reinforcement learning methods that have been employed to obtain human-level controllers in Atari 2600 games from pixel data. Atari 2600 games, however, do not resemble real-world tasks since they involve non-realistic 2D environments and the third-person perspective. Here, we propose 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. The software, called ViZDoom, is based on the classical first-person shooter video game, Doom. It allows developing bots that play the game using the screen buffer. ViZDoom is lightweight, fast, and highly customizable via a convenient mechanism of user scenarios. In the experimental part, we test the environment by trying to learn bots for two scenarios: a basic move-and-shoot task and a more complex maze-navigation problem. Using convolutional deep neural networks with Q-learning and experience replay, for both scenarios, we were able to train competent bots, which exhibit human-like behaviors. The results confirm the utility of ViZDoom as an AI research platform and imply that visual reinforcement learning in 3D realistic first-person perspective environments is feasible.
Key facts. Cited by 178 papers in the map (data through 7 Oct 2026). First posted on arXiv 6 May 2016.
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Citing papers per year: 2018: 2; 2019: 1; 2020: 2; 2021: 45; 2022: 30; 2023: 33; 2024: 22; 2025: 28; 2026: 15.
178 papers.
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- 2025ReSim: Reliable World Simulation for Autonomous Driving11 Jun 2025
- 2025Learning Abstract World Models with a Group-Structured Latent Space2 Jun 2025
- 2025EDELINE: Enhancing Memory in Diffusion-based World Models via Linear-Time Sequence Modeling1 Feb 2025
- 2023Go Beyond Imagination: Maximizing Episodic Reachability with World Models25 Aug 2023
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- 2025SIMA 2: A Generalist Embodied Agent for Virtual Worlds4 Dec 2025
- 2025Self-correcting Reward Shaping via Language Models for Reinforcement Learning Agents in Games30 Jun 2025
- 2024A Survey on Large Language Model-Based Game Agents2 Apr 2024
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- 2021Benchmarking the Spectrum of Agent Capabilitiescited by 193
- 2021A Survey of Zero-shot Generalisation in Deep Reinforcement Learningcited by 164
- 2022Exploration in Deep Reinforcement Learning: A Surveycited by 158
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- 2021Unconstrained Scene Generation with Locally Conditioned Radiance Fieldscited by 130
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- 2021A Survey of Exploration Methods in Reinforcement Learningcited by 68
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- 2026CAMAL: Improving Attention Alignment and Faithfulness with Segmentation Masks8 May 2026
- 2026Mastering PokeGym: Graph-Guided Multimodal Evolution at Test Time9 Apr 2026
- 2026How Far Can We Go with Pixels Alone? A Pilot Study on Screen-Only Navigation in Commercial 3D ARPGs21 Feb 2026
- 2026OpenGuanDan: A Large-Scale Imperfect Information Game Benchmark31 Jan 2026
- 2025Recurrent Off-Policy Deep Reinforcement Learning Doesn't Have to be Slow23 Dec 2025
- 2025StarCraft+: Benchmarking Multi-agent Algorithms in Adversary Paradigm18 Dec 2025
- 2025Switch-JustDance: Benchmarking Whole Body Motion Tracking Controllers Using a Commercial Console Game22 Nov 2025
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