Human-level performance in first-person multiplayer games with population-based deep reinforcement learning
Max Jaderberg, Wojciech M. Czarnecki, Iain Dunning, Luke Marris, Guy Lever, Antonio Garcia Castaneda, Charles Beattie, Neil C. Rabinowitz, Ari S. Morcos, Avraham Ruderman, Nicolas Sonnerat, Tim Green, Louise Deason, Joel Z. Leibo, David Silver, Demis Hassabis, Koray Kavukcuoglu, Thore Graepel
TL;DR
The paper tackles multi-agent reinforcement learning in a dense, pixel-based, 3D environment by training a population of agents with internal reward signals and a two-tier temporal hierarchy. The FTW framework combines population-based training, internal reward shaping, and memory-enabled hierarchical RL to achieve human-level performance in Capture the Flag on procedurally generated Quake III Arena maps, surpassing strong humans and prior agents. It demonstrates robust generalization to unseen teammates, opponents, maps, and team sizes, and provides deep analyses of learned representations and emergent high-level behaviors. The work advances scalable, end-to-end learning in complex multi-agent settings and highlights the potential for memory and temporal abstraction to drive sophisticated strategic play.
Abstract
Recent progress in artificial intelligence through reinforcement learning (RL) has shown great success on increasingly complex single-agent environments and two-player turn-based games. However, the real-world contains multiple agents, each learning and acting independently to cooperate and compete with other agents, and environments reflecting this degree of complexity remain an open challenge. In this work, we demonstrate for the first time that an agent can achieve human-level in a popular 3D multiplayer first-person video game, Quake III Arena Capture the Flag, using only pixels and game points as input. These results were achieved by a novel two-tier optimisation process in which a population of independent RL agents are trained concurrently from thousands of parallel matches with agents playing in teams together and against each other on randomly generated environments. Each agent in the population learns its own internal reward signal to complement the sparse delayed reward from winning, and selects actions using a novel temporally hierarchical representation that enables the agent to reason at multiple timescales. During game-play, these agents display human-like behaviours such as navigating, following, and defending based on a rich learned representation that is shown to encode high-level game knowledge. In an extensive tournament-style evaluation the trained agents exceeded the win-rate of strong human players both as teammates and opponents, and proved far stronger than existing state-of-the-art agents. These results demonstrate a significant jump in the capabilities of artificial agents, bringing us closer to the goal of human-level intelligence.
