DOOM-RL TACTICAL MONITOR

Teaching an AI to Survive Doom — From Random Chaos to Combat Proficiency

Deadly Corridor Showcase

[LEVEL_SELECT_SCREEN]

SCENARIO_1: BASIC

★☆☆☆☆
DIFFICULTYEASY
TRAINED_EPISODES1,000
FINAL_MEAN_REWARD-11.1
ACTION_SPACE_SIZE5 ACTIONS

SCENARIO_2: DEFEND_CENTER

★★★☆☆
DIFFICULTYMEDIUM
TRAINED_EPISODES2,000
FINAL_MEAN_REWARD+6.9
ACTION_SPACE_SIZE5 ACTIONS

SCENARIO_3: DEADLY_CORRIDOR

★★★★★
DIFFICULTYNIGHTMARE
TRAINED_EPISODES3,000
FINAL_MEAN_REWARD-127.4
ACTION_SPACE_SIZE11 ACTIONS

[ANALYTIC_CHARTS]

[AGENT_PLAYBACK_COMPARISON]

RANDOM_AGENT (EPISODE 1)

TRAINED_AGENT (OPTIMAL)

[DQN_CONVOLUTIONAL_NEURAL_NETWORK]

INPUT 4x84x84
Stacked Frames
>>
CONV_1 32 @ 8x8
Stride 4 + ReLU
>>
CONV_2 64 @ 4x4
Stride 2 + ReLU
>>
CONV_3 64 @ 3x3
Stride 1 + ReLU
>>
DENSE_1 512 Units
Fully Connected
>>
OUTPUT 5 Q-Values
Actions

[RESEARCH_FOUNDATION]

Mnih et al. (2013) — "Playing Atari with Deep Reinforcement Learning"

This project replicates the core convolutional neural network architecture presented by DeepMind in 2013, applying it to high-speed 3D spatial navigation tasks. We extend the baseline framework by implementing local configuration abstractions, shaped continuous distance metrics to bypass rewards sparseness, and custom action combinations mapping multiple buttons to unified inputs.

[SYSTEM_HARDWARE_SPECS]

TRAINING_GPU NVIDIA GeForce RTX 5080 (16GB VRAM, SM 12.0)
CUDA_VERSION 12.8
PYTORCH_VERSION 2.10.0+cu128
AVERAGE_TRAINING_FPS ~550-600 steps/sec (rtx 5080 backpropagation)
TOTAL_EXPERIENCES_STORED 110,000 steps across buffers