~/talk

Developing AI in Racing Games Using Reinforcement Learning

Talkat Unreal Fest Online 2020 · on Tuesday, 2020-07-14· [machine-learning, game-development]
instagram:trane_
slides:none on file

Milestone builds racing AI using actor-critic neural nets trained for thousands of episodes with a catch-up reward (time gap to others) and quantized action outputs sampled during training but averaged in-game for smooth control. Observations are track borders, curvature samples, raycasts and vehicle physics. Training runs in a custom minimal game loop (no collision response), computational graphs are authored in C++/DSL, converted to C and compiled into a DLL for fast weight updates, and telemetry (Sauron eye) verifies behavior.

AI-written summary · about

  1. 0:00Reinforcement learning intro
  2. 0:48Core RL agent concepts
  3. 3:45Exploration vs exploitation
  4. 6:39Catch-up reward system
  5. 9:04Actor-critic algorithm
  6. 10:10When RL fails
  7. 11:39Credit assignment challenge
  8. 13:04Short vs long rewards
  9. 14:49Reward design pitfalls
  10. 15:53Episode termination
  11. 17:23RL framework architecture
  12. 18:53Training environment tools
  13. 20:19Designer role in analysis
  14. 21:52Unexpected agent behaviors
  15. 22:13Final results & recommendations
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