Semantic Segmentation in 2D Videogames
EntityUAM. Departamento de Tecnología Electrónica y de las Comunicaciones
SubjectsSemantic Segmentation; Synthetic Data; Reinforcement Learning; Telecomunicaciones
Esta obra está bajo una licencia de Creative Commons Reconocimiento-NoComercial-SinObraDerivada 4.0 Internacional.
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.
Google Scholar:Montalvo Rodrigo, Javier
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