The students, Devendra Chaplot and Guillaume Lample, used deep-learning techniques to train the AI agent to negotiate the game's 3-D environment, which is still challenging after more than two decades because players must act based only on the portion of the game visible on the screen.
Their work follows the groundbreaking work of Google's DeepMind, which used deep-learning methods to master two-dimensional Atari 2600 videogames, and earlier this year defeated a world-class professional player in the board game Go. In contrast to the limited information provided in Doom, both Atari and Go give players a view of the entire playing field.
Chaplot and Lample began getting online attention for their work after posting a research paper, which they have submitted for review to a leading AI conference, and some YouTube videos of their game play that drew more than 100,000 views in the first three days. Then, the Visual Doom AI Competition, in which AI agents played against each other in deathmatches, announced at the IEEE Computational Intelligence and Games Conference Sept. 22 in Greece that the duo's agent had placed second to a team from Facebook in one track and to a team from Intel in the competition's other track.
"We didn't train anything to kill humans," emphasized Chaplot, a master's degree student in the School of Computer Science's Language Technologies Institute. "We just trained it to play a game." Moreover, the deep reinforcement learning techniques they used to teach their AI agent to play a virtual game might someday help self-driving cars operate safely on real-world streets and train robots to do a wide variety of tasks to help people, he noted.
Chaplot said humans have natural advantages in chasing and dodging enemies in Doom's 3-D world. The game's own built-in agents have to cheat, accessing maps and other game information, to be competitive. He and Lample, who recently finished his master's degree in the LTI, trained their AI agent, Arnold, to play the game based only on what is visible on the screen, just like human players.
To do so, they combined several existing deep learning techniques based on neural networks in their own unique architecture. When the player is navigating through the game, it employs a Deep Q-Network, a reinforcement learning architecture that DeepMind used to master Atari games. When an enemy is in sight, the agent switches to a Deep Recurrent Q-Network, which includes a long short-term memory (LSTM) module that helps the agent track the enemy's movements and predict where to shoot.
Though the AI agent relies on only visual information to play the game, Chaplot and Lample used an application program interface (API) to access the game engine during training. This helped the agent learn how to identify enemies and game pieces more quickly, Chaplot said. Without this aid, they found the agent learned almost nothing in 50 hours of simulated game play, equivalent to more than 500 hours of computer time.
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The Glove of Doom can be upgraded to the Gold Glove of Doom in Ratchet & Clank. In Up Your Arsenal, it can be upgraded to the Agents of Dread, and later to the Mega, Giga and Ultra Agents of Dread. In Size Matters, it can be upgraded to the Agents of Dread and Titan Agents of Dread.
The Glove of Doom becomes available for purchase from a vendor once Ratchet reaches Eudora, for 7,500 bolts (reduced to 5,000 bolts with the Persuader). Upon completion of the game, the player can upgrade the Glove of Doom to the Gold Glove of Doom for 10,000 bolts and 4 gold bolts.
Agents of Doom first becomes available for purchase once the player reaches Annihilation Nation. Once entering challenge mode and after upgrading to Agents of Dread, the Mega Agents of Dread can be purchased for 660,000 bolts (594,000 with a discount), and then upgraded to the Giga and Ultra Agents of Dread.
in the HD collection, the agents a slightly glitched, and can often teleport into walls or away into the distance before exploding as soon as they get close to an enemy, making them sometimes ineffective compared to the original.
The Glove of Doom in Ratchet & Clank itself is a red glove that fits onto Ratchet's hand, with a green circle in its center. In subsequent appearances of the weapon, the Agents of Doom is a red, bulkier glove with silver fingers, which returns the central green circle.
The Agents of Doom robots are short, with a large circular head, blue eyes with one eye larger than the other, and sharp teeth. When upgraded, the Agents of Doom can also carry weapons on their shoulders, and fly jetpacks.
The Agents of Doom in the first levels, and throughout Ratchet & Clank, are deployed to self-destruct when coming into contact with an enemy, or to bite them first repeatedly to damage them. This meant that, at this stage, the Agents of Doom were best for fighting small groups of medium enemies, or larger enemies, as their damage could be split between multiple enemies or concentrated on a single enemy with no major cost.
In the original Ratchet & Clank the Glove of Doom was useless against flying enemies and not a good choice against smaller enemies, but was otherwise very useful. In Up Your Arsenal and Size Matters, the Agents of Doom are no longer situational when upgraded. They become far more versatile, and are always useful as their damage is helpful against any enemy.
In Up Your Arsenal, the Agents' V2 upgrade provides them with laser cannons which they will fire at enemies until they run out of ammo, at which point they will self destruct. The V3 upgrade improves the rate of fire of these cannons. At V4, the Agents have jetpacks, and the first set deployed while fly around Ratchet and protect him. As Agents of Dread, the Agents now deal far stronger nuclear explosions upon self-destruct, and their laser cannons are replaced with more powerful missile launchers.
In Size Matters, the Agents gain bomb launcher cannons at V2. At V3, these cannons instead launch stronger energy blasts. As Agents of Dread, the Agents now feature a jetpack, and the first set deployed will fly around Ratchet and protect him.
Doom Agents is a setting of Intrepid and heroic international agents who travel the world to stop diabolical and catastrophic events worldwide. I use it as an open setting where I can run one-shots with students. For some reason it became a campaign of sorts. I have used Mini Six, Freeform Universal and Year Zero Mini to run sessions herein. (A student campaign)
Ratchet first acquired the Glove of Doom during the original Ratchet & Clank, from a vendor. The Ultra Supreme Executive Chairman Drek-Mech also threw out Dark Gadge-Bots to attack Ratchet, resembling larger Agents of Doom. In Captain Qwark's retelling of events, Ratchet also acquired the Glove of Doom later in the adventure, and Captain Qwark himself deployed Agents of Doom against Ratchet, during "Stop Captain Qwark", which were spawned from a blarg generator thrown from his own Glove of Doom.
The Glove of Doom in the original Ratchet & Clank itself is a black glove that fits onto Ratchet's hand, with a green circle in its center. In Up Your Arsenal and Size Matters, the Agents of Doom glove is a red, bulkier glove with silver fingers, which retains the central green circle.
The Agents of Doom robots are short, with a large circular head, blue eyes with the left eye larger than the other, and sharp teeth. In the re-imagined Ratchet & Clank, once upgraded to the Apocalypse Glove, the Agents of Doom fly with a blue jetpack towards enemies to attack them before self-destruct, and upon reaching contact with an enemy exploded in a blast radius that could damage nearby enemies. When upgraded in Up Your Arsenal and Size Matters, the Agents of Doom can also carry weapons on their shoulders, and fly jetpacks.
In all appearances, the Glove of Doom throws an egg which deploys the Agents of Doom to seek out and attack nearby enemies. It is therefore a defensive, strategic weapon, allowing the player to focus on bigger targets while the Agents supplement Ratchet's damage or attack smaller targets nearby. Between games, the Glove of Doom changes in its upgrade paths, in the functionality and abilities unlocked by the upgraded Agents, and therefore, in which enemies it is strategically strongest against.
The Glove of Doom is available for purchase from a vendor at Eudora for 7,500 bolts (reduced to 5,000 bolts with the Persuader). The weapon can be upgraded to the Gold Glove of Doom for 10,000 bolts and 4 gold bolts. This can first be purchased in the gold weapons room on the Gemlik Base, and later accessed in challenge mode in the gold weapons room reached with a teleporter at the Tobruk Crater, Novalis.
The weapon deploys its Agents of Doom to self-destruct when coming into contact with an enemy, or to bite them first repeatedly to damage them. This means that they are best for fighting small groups of medium or larger enemies, as their damage could be split between multiple enemies or concentrated on a single enemy with no major cost. The Glove of Doom is only useful against grounded enemies, as it cannot target flying enemies. The Agents are also vulnerable to being destroyed by enemy fire, making them strongest against melee enemies.
The Agents of Doom weapon first becomes available for purchase once Ratchet reached the Annihilation Nation, Station Q9. They upgraded to the Agents of Dread with use. Once entering challenge mode, the Mega Agents of Dread may be purchased for 660,000 bolts (594,000 with a discount), and then upgraded to the Giga and Ultra Agents of Dread.
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