# Graph augmented Deep Reinforcement Learning in the GameRLand3D environment

arXiv: https://arxiv.org/abs/2112.11731 · HTML: https://mlsanity.com/paper/2112.11731/

## 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 (most cited first, 30 of 54)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [Conservative Q-Learning for Offline Reinforcement Learning](https://mlsanity.com/paper/2006.04779/) (2020)
- [OpenAI Gym](https://mlsanity.com/paper/1606.01540/) (2016)
- [Soft Actor-Critic Algorithms and Applications](https://mlsanity.com/paper/1812.05905/) (2018)
- [Curiosity-driven Exploration by Self-supervised Prediction](https://mlsanity.com/paper/1705.05363/) (2017)
- [Habitat: A Platform for Embodied AI Research](https://mlsanity.com/paper/1904.01201/) (2019)
- [Mastering Atari with Discrete World Models](https://mlsanity.com/paper/2010.02193/) (2020)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [AI2-THOR: An Interactive 3D Environment for Visual AI](https://mlsanity.com/paper/1712.05474/) (2017)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [Neural Turing Machines](https://mlsanity.com/paper/1410.5401/) (2014)
- [Evolution Strategies as a Scalable Alternative to Reinforcement Learning](https://mlsanity.com/paper/1703.03864/) (2017)
- [On Evaluation of Embodied Navigation Agents](https://mlsanity.com/paper/1807.06757/) (2018)
- [Habitat 2.0: Training Home Assistants to Rearrange their Habitat](https://mlsanity.com/paper/2106.14405/) (2021)
- [Gibson Env: Real-World Perception for Embodied Agents](https://mlsanity.com/paper/1808.10654/) (2018)
- [Object Goal Navigation using Goal-Oriented Semantic Exploration](https://mlsanity.com/paper/2007.00643/) (2020)
- [Reinforcement Learning with Unsupervised Auxiliary Tasks](https://mlsanity.com/paper/1611.05397/) (2016)
- [Learning to reinforcement learn](https://mlsanity.com/paper/1611.05763/) (2016)
- [DD-PPO: Learning Near-Perfect PointGoal Navigators from 2.5 Billion Frames](https://mlsanity.com/paper/1911.00357/) (2019)
- [Learning to Explore using Active Neural SLAM](https://mlsanity.com/paper/2004.05155/) (2020)
- [Distributed Prioritized Experience Replay](https://mlsanity.com/paper/1803.00933/) (2018)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [Unity: A General Platform for Intelligent Agents](https://mlsanity.com/paper/1809.02627/) (2018)
- [Cognitive Mapping and Planning for Visual Navigation](https://mlsanity.com/paper/1702.03920/) (2017)
- [Semi-parametric Topological Memory for Navigation](https://mlsanity.com/paper/1803.00653/) (2018)
- [Learning to Navigate in Complex Environments](https://mlsanity.com/paper/1611.03673/) (2016)

## Built on by (most cited first, 5 of 5)

- [Improving Intrinsic Exploration by Creating Stationary Objectives](https://mlsanity.com/paper/2310.18144/) (2023)
- [Learning to navigate efficiently and precisely in real environments](https://mlsanity.com/paper/2401.14349/) (2024)
- [Offline Goal-Conditioned Reinforcement Learning with Projective Quasimetric Planning](https://mlsanity.com/paper/2506.18847/) (2025)
- [Learning Computational Efficient Bots with Costly Features](https://mlsanity.com/paper/2308.09629/) (2023)
- [Effective Reward Specification in Deep Reinforcement Learning](https://mlsanity.com/paper/2412.07177/) (2024)

## 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.
