# WILD-SCAV: Benchmarking FPS Gaming AI on Unity3D-based Environments

arXiv: https://arxiv.org/abs/2210.09026 · HTML: https://mlsanity.com/paper/2210.09026/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 25 of its 35 references that are in the map.
- First posted on arXiv 14 Oct 2022.

## Builds on (most cited first, 25 of 25)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments](https://mlsanity.com/paper/1706.02275/) (2017)
- [Prioritized Experience Replay](https://mlsanity.com/paper/1511.05952/) (2015)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [Dueling Network Architectures for Deep Reinforcement Learning](https://mlsanity.com/paper/1511.06581/) (2015)
- [DOTA: A Large-scale Dataset for Object Detection in Aerial Images](https://mlsanity.com/paper/1711.10398/) (2017)
- [MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge](https://mlsanity.com/paper/2206.08853/) (2022)
- [Distributional Reinforcement Learning with Quantile Regression](https://mlsanity.com/paper/1710.10044/) (2017)
- [Quantifying Generalization in Reinforcement Learning](https://mlsanity.com/paper/1812.02341/) (2018)
- [Agent57: Outperforming the Atari Human Benchmark](https://mlsanity.com/paper/2003.13350/) (2020)
- [StarCraft II: A New Challenge for Reinforcement Learning](https://mlsanity.com/paper/1708.04782/) (2017)
- [Never Give Up: Learning Directed Exploration Strategies](https://mlsanity.com/paper/2002.06038/) (2020)
- [ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning](https://mlsanity.com/paper/1605.02097/) (2016)
- [Playing FPS Games with Deep Reinforcement Learning](https://mlsanity.com/paper/1609.05521/) (2016)
- [Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation](https://mlsanity.com/paper/1806.10729/) (2018)
- [Qatten: A General Framework for Cooperative Multiagent Reinforcement Learning](https://mlsanity.com/paper/2002.03939/) (2020)
- [Counter-Strike Deathmatch with Large-Scale Behavioural Cloning](https://mlsanity.com/paper/2104.04258/) (2021)
- [Episodic Multi-agent Reinforcement Learning with Curiosity-Driven Exploration](https://mlsanity.com/paper/2111.11032/) (2021)
- [Reinforcement Learning through Asynchronous Advantage Actor-Critic on a GPU](https://mlsanity.com/paper/1611.06256/) (2016)
- [Dealing with Sparse Rewards in Reinforcement Learning](https://mlsanity.com/paper/1910.09281/) (2019)
- [On Improving Model-Free Algorithms for Decentralized Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2110.05707/) (2021)
- [Deep Reinforcement Learning for Navigation in AAA Video Games](https://mlsanity.com/paper/2011.04764/) (2020)
- [Efficient Connected and Automated Driving System with Multi-agent Graph Reinforcement Learning](https://mlsanity.com/paper/2007.02794/) (2020)
- [Deep Reinforcement Learning for Doom using Unsupervised Auxiliary Tasks](https://mlsanity.com/paper/1807.01960/) (2018)

## Built on by (most cited first, 1 of 1)

- [Training Interactive Agent in Large FPS Game Map with Rule-enhanced Reinforcement Learning](https://mlsanity.com/paper/2410.04936/) (2024)

## Abstract (arXiv)

Recent advances in deep reinforcement learning (RL) have demonstrated complex decision-making capabilities in simulation environments such as Arcade Learning Environment, MuJoCo, and ViZDoom. However, they are hardly extensible to more complicated problems, mainly due to the lack of complexity and variations in the environments they are trained and tested on. Furthermore, they are not extensible to an open-world environment to facilitate long-term exploration research. To learn realistic task-solving capabilities, we need to develop an environment with greater diversity and complexity. We developed WILD-SCAV, a powerful and extensible environment based on a 3D open-world FPS (First-Person Shooter) game to bridge the gap. It provides realistic 3D environments of variable complexity, various tasks, and multiple modes of interaction, where agents can learn to perceive 3D environments, navigate and plan, compete and cooperate in a human-like manner. WILD-SCAV also supports different complexities, such as configurable maps with different terrains, building structures and distributions, and multi-agent settings with cooperative and competitive tasks. The experimental results on configurable complexity, multi-tasking, and multi-agent scenarios demonstrate the effectiveness of WILD-SCAV in benchmarking various RL algorithms, as well as it is potential to give rise to intelligent agents with generalized task-solving abilities. The link to our open-sourced code can be found here https://github.com/inspirai/wilderness-scavenger.
