Semantic Segmentation in 2D Videogames
Author
Montalvo Rodrigo, JavierEntity
UAM. Departamento de Tecnología Electrónica y de las ComunicacionesDate
2021-06Subjects
Semantic Segmentation; Synthetic Data; Reinforcement Learning; Telecomunicaciones
Esta obra está bajo una licencia de Creative Commons Reconocimiento-NoComercial-SinObraDerivada 4.0 Internacional.
Abstract
This Master Thesis focuses on applying semantic segmentation, a computer vision
technique, with the objective of improving the performance of deep-learning reinforcement models, and in particular, the performance over the original Super Mario Bros
videogame.
While humans can play a stage from a videogame like Super Mario Bros, and
quickly identify from the elements in the screen what object is the character they are
playing with, what are enemies and what elements are obstacles, this is not the case
for neural networks, as they require a certain training to understand what is displayed
in the screen. Using semantic segmentation, we can heavily simplify the frames from
the videogame, and reduce visual information of elements in the screen to class and
location, which is the most relevant information required to complete the game.
In this work, a synthetic dataset generator that simulates frames from the Super
Mario Bros videogame has been developed. This dataset has been used to train semantic segmentation deep-learning models which have been incorporated to a deep
reinforcement learning algorithm with the objective of improving the performance of
it.
We have found that applying semantic segmentation as a frame processing method
can actually help reinforcement learning models to train more efficiently and with
better generalization. These results also suggest that there could be other computer
vision techniques, like object detection or tracking, that could be found useful to help
with the training of reinforcement learning algorithms, and they could be an interesting
topic for future research.
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Google Scholar:Montalvo Rodrigo, Javier
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