ViZDoom Competitions: Playing Doom from Pixels
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Abstract (arXiv)
This paper presents the first two editions of Visual Doom AI Competition, held in 2016 and 2017. The challenge was to create bots that compete in a multi-player deathmatch in a first-person shooter (FPS) game, Doom. The bots had to make their decisions based solely on visual information, i.e., a raw screen buffer. To play well, the bots needed to understand their surroundings, navigate, explore, and handle the opponents at the same time. These aspects, together with the competitive multi-agent aspect of the game, make the competition a unique platform for evaluating the state of the art reinforcement learning algorithms. The paper discusses the rules, solutions, results, and statistics that give insight into the agents' behaviors. Best-performing agents are described in more detail. The results of the competition lead to the conclusion that, although reinforcement learning can produce capable Doom bots, they still are not yet able to successfully compete against humans in this game. The paper also revisits the ViZDoom environment, which is a flexible, easy to use, and efficient 3D platform for research for vision-based reinforcement learning, based on a well-recognized first-person perspective game Doom.
Key facts. Cited by 50 papers in the map (data through 7 Oct 2026). First posted on arXiv 10 Sep 2018.
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Citing papers per year: 2020: 1; 2021: 9; 2022: 11; 2023: 5; 2024: 13; 2025: 6; 2026: 5.
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- 2022Unified Distributed Environment14 May 2022
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- 2022Graph Neural Network based Agent in Google Research Football23 Apr 2022
- 2022Dealing with Sparse Rewards Using Graph Neural Networks25 Mar 2022
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- 2021Modular Networks Prevent Catastrophic Interference in Model-Based Multi-Task Reinforcement Learning15 Nov 2021
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- 2021Distilling Reinforcement Learning Tricks for Video Games1 Jul 2021
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- 2020Benchmarking End-to-End Behavioural Cloning on Video Games2 Apr 2020
- 2021Counter-Strike Deathmatch with Large-Scale Behavioural Cloningcited by 49
- 2020Benchmarking End-to-End Behavioural Cloning on Video Gamescited by 15
- 2024Behavioural Cloning in VizDoomcited by 2
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- 2025Learning from Observation: A Survey of Recent Advances20 Sep 2025
- 2024Behavioural Cloning in VizDoom8 Jan 2024
- 2021Counter-Strike Deathmatch with Large-Scale Behavioural Cloning9 Apr 2021
- 2020Benchmarking End-to-End Behavioural Cloning on Video Games2 Apr 2020
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- 2022Tracking and Planning with Spatial World Models25 Jan 2022
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12 most cited of 39 All 39 (JSON)
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- 2025A Comprehensive Review of Multi-Agent Reinforcement Learning in Video Games3 Sep 2025
- 2025Gradient-Based Neuroplastic Adaptation for Concurrent Optimization of Neuro-Fuzzy Networks26 Jun 2025
- 2024Why the Agent Made that Decision: Contrastive Explanation Learning for Reinforcement Learning25 Nov 2024
- 2024Innate-Values-driven Reinforcement Learning based Cognitive Modeling14 Nov 2024
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- 2024Training on Irrelevant States Implies Data Augmentation: Generalization in Contextual MDPs4 Oct 2024
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12 newest of 39 All 39 (JSON)