Graph augmented Deep Reinforcement Learning in the GameRLand3D environment
Not on the map. Why?
Abstract (arXiv)
We address planning and navigation in challenging 3D video games featuring maps with disconnected regions reachable by agents using special actions. In this setting, classical symbolic planners are not applicable or difficult to adapt. We introduce a hybrid technique combining a low level policy trained with reinforcement learning and a graph based high level classical planner. In addition to providing human-interpretable paths, the approach improves the generalization performance of an end-to-end approach in unseen maps, where it achieves a 20% absolute increase in success rate over a recurrent end-to-end agent on a point to point navigation task in yet unseen large-scale maps of size 1km x 1km. In an in-depth experimental study, we quantify the limitations of end-to-end Deep RL approaches in vast environments and we also introduce "GameRLand3D", a new benchmark and soon to be released environment can generate complex procedural 3D maps for navigation tasks.
Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). Builds on 54 of its 83 references that are in the map. First posted on arXiv 22 Dec 2021.
Builds on
54 of 83 references.
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38 more
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50 most cited of 54 All 54 (JSON)
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Citing papers per year: 2023: 2; 2024: 2; 2025: 1.
5 papers.
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- 2024Learning to navigate efficiently and precisely in real environments25 Jan 2024
- 2023Improving Intrinsic Exploration by Creating Stationary Objectives27 Oct 2023
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