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arXiv research

A locally-built, LLM-digested index of recent arXiv papers in quant finance, geometry/topology, and statistical ML — keyword search served straight from SQLite on this machine.

169,181 papers · 148 categories

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1223 · Jun 201819922001200920182026
30 results for first-person shooter

GANs generate DOOM levels similar to human-designed ones.

problem Generating levels similar to human-designed ones in first-person shooter games.
method Extracted features from human-designed levels, trained GANs on these features and level images, generated new levels, compared results.
result GANs can generate levels similar to human-designed ones.

The paper investigates the effectiveness of reusing experience in Deep Q-Learning for FPS environments.

problem The high number of interactions required for reinforcement learning limits its practicality.
method The authors test the effectiveness of applying learning update steps multiple times per environmental step in the VizDoom environment.
result Updating learning steps less frequently than every 4th environmental step does not improve performance and can degrade performance.

High-throughput 3D control training system achieves 100,000 FPS.

problem Lack of efficient, single-machine reinforcement learning systems.
method Sample Factory combines asynchronous sampling and off-policy correction.
result Achieves 100,000 FPS on 3D control problems without sacrificing sample efficiency.

Agents learn to play a first-person multiplayer game at human level performance.

problem Training AI agents for complex, multi-agent, real-time environments.
method Population-based deep reinforcement learning with concurrent training of multiple agents.
result Achieved human-level performance in a first-person multiplayer game.

Study how actions affect perception in embodied agents using group theory.

problem Understanding how actions influence perception in autonomous agents.
method Mathematical formalism of group theory applied to sensory commutativity of action sequences.
result Introduced Sensory Commutativity Probability (SCP) to measure action effects on perception.

We explore the perspective of a bug living on the two-dimensional surface of a polyhedron. Images of various kinds of effects like lensing and cloaking are shown via color pictures of three viewpoints: the first person perspective of the bug, a map of the bug's viewpoint, and a look at the bug on the embedded polyhedro…

2017-06-19abs ↗pdf ↗

Model-based deep reinforcement learning improves Minecraft task performance.

problem Optimizing performance in Minecraft block-placing tasks.
method Combining DNN-based transition model with Monte Carlo tree search.
result Model-based approach achieves comparable performance to model-free methods but learns faster.

Agent learns to read maps and navigate mazes using deep reinforcement learning.

problem Teaching a machine to understand and navigate 3D environments from 2D maps.
method Combines A3C with a recurrent localization cell, learns localization from 3D images.
result Agent successfully navigates and localizes in random mazes, generalizing to larger mazes.

New approach handles stochastic and partially-observable environments using discrete autoencoders and Monte Carlo tree search.

problem Challenges in planning for stochastic and partially-observable environments.
method Uses discrete autoencoders and a stochastic variant of Monte Carlo tree search.
result Significantly outperforms MuZero on stochastic chess and scales to DeepMind Lab.

A number of recent approaches to policy learning in 2D game domains have been successful going directly from raw input images to actions. However when employed in complex 3D environments, they typically suffer from challenges related to partial observability, combinatorial exploration spaces, path planning, and a scarc…

2016-12-01abs ↗pdf ↗

Method learns representations invariant to task-irrelevant details in reinforcement learning tasks.

problem Learning representations that are invariant to task-irrelevant details in reinforcement learning.
method Uses bisimulation metrics to learn robust latent representations that encode only task-relevant information.
result Demonstrates SOTA performance in modified visual MuJoCo tasks and a first-person driving task.

Paper tackles activity recognition from body-worn video footage.

problem Classifying frames of body-worn video footage according to the wearer's activity.
method Extract motion features and semi-supervised classification.
result Method achieves comparable results to supervised and deep learning methods using less training data.

USFAs combine UVFAs, SFs, and GPI for scalable, instant RL generalisation.

problem Generalizing to unseen tasks in reinforcement learning.
method Combining universal value function approximators, successor features, and generalized policy improvement.
result Demonstrates practical benefits and transfer abilities in a complex 3D environment.

Hyperelastic bodies in Riemannian manifolds can levitate due to curvature-induced forces.

problem Hyperelastic bodies in Riemannian manifolds can levitate due to curvature-induced forces.
method Numerical simulations of static solutions to a particular class of problems in hyperelastic mechanics.
result Hyperelastic bodies in Riemannian manifolds can levitate due to curvature-induced forces.