[Paper Review] A Survey of Deep Reinforcement Learning in Video Games
This survey reviews DRL foundations (value-based, policy gradient, model-based) and summarizes their achievements and challenges across 2D/3D games, including Atari, ViZDoom, StarCraft, and Dota-like environments.
Deep reinforcement learning (DRL) has made great achievements since proposed. Generally, DRL agents receive high-dimensional inputs at each step, and make actions according to deep-neural-network-based policies. This learning mechanism updates the policy to maximize the return with an end-to-end method. In this paper, we survey the progress of DRL methods, including value-based, policy gradient, and model-based algorithms, and compare their main techniques and properties. Besides, DRL plays an important role in game artificial intelligence (AI). We also take a review of the achievements of DRL in various video games, including classical Arcade games, first-person perspective games and multi-agent real-time strategy games, from 2D to 3D, and from single-agent to multi-agent. A large number of video game AIs with DRL have achieved super-human performance, while there are still some challenges in this domain. Therefore, we also discuss some key points when applying DRL methods to this field, including exploration-exploitation, sample efficiency, generalization and transfer, multi-agent learning, imperfect information, and delayed spare rewards, as well as some research directions.
Motivation & Objective
- Motivate why DRL is effective for game AI and its unique challenges.
- Catalog and compare DRL methods (value-based, policy gradient, model-based) and their key algorithms.
- Survey DRL achievements across game genres (2D/3D, single-agent/multi-agent).
- Discuss practical challenges (exploration, sample efficiency, generalization, transfer, imperfect information).
- Outline future directions for applying DRL in game AI domains.
Proposed method
- Describe background for DL and RL and formalize MDP notation.
- Summarize major DRL method families and representative algorithms (DQN, Rainbow, IQN, SAC, MuZero, etc.).
- Present key architectural and algorithmic innovations (experience replay, target networks, actor-critic, distributional RL, planning models).
- Discuss training platforms and evaluation benchmarks for DRL in games.
- Provide comparative analysis of performance trends and empirical results in Atari and other game domains.
Experimental results
Research questions
- RQ1What DRL methods are most effective for game AI across different game genres and settings?
- RQ2How do value-based, policy gradient, and model-based DRL methods compare in terms of sample efficiency, stability, and generalization in video games?
- RQ3What platforms, benchmarks, and experimental setups best facilitate progress in DRL for games?
- RQ4What are the main challenges and future directions for applying DRL to single-agent and multi-agent game environments?
Key findings
- DRL methods achieve super-human performance in many video games across 2D and 3D environments.
- Atari benchmarks show dramatic gains: Rainbow and Ape-X variants substantially outperform earlier DQN approaches.
- Distributional and multi-agent extensions (C51, QR-DQN, IQN, Ape-X DQN/DQfD) yield large improvements in mean and median Atari scores.
- Model-based approaches (MuZero, TreeQN) push planning-based improvements in DRL for complex domains.
- First-person and RTS domains present additional challenges like partial observability and multi-agent coordination, motivating further advances in memory, exploration, and transfer.
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This review was created by AI and reviewed by human editors.