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Deep Learning & Reinforcement Learning in Video Game Environments

Theoretical Framework & State-of-the-Art Synthesis

📌 Overview

This repository contains a Preliminary Research Paper (Bachelor Thesis level) synthesizing an extensive investigation into the intersection of Artificial Intelligence and Modern Simulation Engines.

Note on Research Depth: Originally authored in June 2022, this document serves as a structured "Executive Summary" of a deeper investigation. It was designed to be the theoretical foundation for a planned Master’s Thesis in AI, ensuring that the core architectural and algorithmic considerations were fully matured before moving into the implementation phase.

🚀 Strategic Analysis Focus

  • Taxonomy of Learning Paradigms: A comparative study of Deep Learning (DL), Reinforcement Learning (RL), and the convergence into Deep Reinforcement Learning (DRL) for complex decision-making. ml.png
  • Environmental Complexity Scaling: Analysis of AI behavior across different simulation tiers:
    • 2D Environments: Pattern recognition and basic heuristics.
    • 3D & Open World Environments: Spatial reasoning, navigation, and high-dimensional state spaces. monde.png
  • The Reality Gap & Sim-to-Real: Theoretical exploration of how high-fidelity physics engines (Unity, Unreal) can bridge the gap for Robotics and physical automation via Transfer Learning. obj.png
  • Critical Bottlenecks: Identification of the primary challenges in 2022: Data scarcity in training, computational overhead, and reward shaping in non-linear environments.

🛠 Concepts & Frameworks Analyzed

  • AI Paradigms: Deep Q-Learning (DQN), Neural Network architectures, and Reward-based optimization.
  • Simulation Engines: Strategic evaluation of Unity (ML-Agents) and Unreal Engine as research sandboxes.
  • Research Scope: Computer Vision integration, Physics Engine fidelity, and Heuristic-free autonomous navigation.

📄 Documentation

  • Status: Final year research synthesis for the Computer Science Degree (Paris 8 University, 2022).
  • Timeline Note: Conducted in June 2022, leveraging state-of-the-art research prior to the mainstream explosion of Generative AI.

📚 Research Bibliography & Sources

This research is anchored in a multi-disciplinary bibliography, bridging the gap between foundational AI theory and modern industrial applications.

Core Foundations

  • Sutton, R. S., & Barto, A. G. (1998). Reinforcement Learning: An Introduction. MIT Press. (The foundational framework for all RL logic).

State-of-the-Art Surveys & Peer-Reviewed Research (IEEE)

  • Justesen, N. et al. (2020). Deep Learning for Video Game Playing. IEEE Transactions on Games.
  • Shao, K. et al. (2019). A Survey of Deep Reinforcement Learning in Video Games. arXiv.org.
  • Ariyurek, S. et al. (2021). Automated Video Game Testing Using Synthetic and Humanlike Agents. IEEE Transactions on Games.
  • Jiang, C. (2020). Analysis of Artificial Intelligence Applied in Video Games. IEEE.

Game Design & Behavioral Logic

  • Gruenwoldt, L. et al. Creating Reactive Non-Player Character AI in Modern Video Games.
  • Lawson, G. (2003). Stop Relying on Cognitive Science In Game Design - Use Social Science. Gamasutra.

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Research synthesis (2022) on Deep Reinforcement Learning & Autonomous Agents: from 2D patterns to 3D Open-World simulations and Sim-to-Real challenges.

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