Comment Impressive, but flawed (Score 2) 170
There's one glaring problem with this. The bot is good enough to beat a human. Most humans don't play Doom very well. If it beat a well known good player like Ocelot, Sedlo or Johsen, then it would be impressive. It's similar to writing a chess AI that can beat a human. This was done 30 years ago, but can that AI beat a grand master? Judging by the articles, the headline is somewhat misleading.
Doom may seem simple compared to Quake, at least superficially, but Doom features the BFG 9000 which a good player can do some fairly impressive things with, that would be VERY hard to deduce from simply observing. How the BFG worked wasn't really worked out in full detail until the source code was released. The BFG9000 is probably one of the most complex FPS weapons in any mainstream game. Then there are techniques like wall running, bumping, silent BFG shots etc. Knowing about these and when they are of use, can give a player a huge edge. Can the bot discover, use and master this? Such techniques are vital on the most common deathmatch maps, map01 and 07 in Doom 2.
Doom deathmatch can also be played in altdeath mode, typically map11 or maybe map16 are used for this type of play. This introduces many new skills, and downplays other. It is a rather different experience. Does the bot handle this? Navigating the 3d space of map11 is a lot more complicated than map07, which is basically flat. Figuring out the map, teleporters, secret doors, trigger lines that activate elevators, etc is pretty complicated stuff.
Given phrases like "Their agent, he said, “was ducking most of the time and thus was hard to hit.” I suspect a good human player would outskill the bots here. From the ViZDOOM paper (https://ancillary-proxy.atarimworker.io?url=https%3A%2F%2Farxiv.org%2Fabs%2F1605.02097) "we test the environment by trying to learn bots for two scenarios: a basic move-and-shoot task and a more complex maze-navigation problem."
When it comes to singleplayer, I would love to see bots play better than Henning in his 30nm run in 29:39, https://ancillary-proxy.atarimworker.io?url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3F...
Doom may seem simple compared to Quake, at least superficially, but Doom features the BFG 9000 which a good player can do some fairly impressive things with, that would be VERY hard to deduce from simply observing. How the BFG worked wasn't really worked out in full detail until the source code was released. The BFG9000 is probably one of the most complex FPS weapons in any mainstream game. Then there are techniques like wall running, bumping, silent BFG shots etc. Knowing about these and when they are of use, can give a player a huge edge. Can the bot discover, use and master this? Such techniques are vital on the most common deathmatch maps, map01 and 07 in Doom 2.
Doom deathmatch can also be played in altdeath mode, typically map11 or maybe map16 are used for this type of play. This introduces many new skills, and downplays other. It is a rather different experience. Does the bot handle this? Navigating the 3d space of map11 is a lot more complicated than map07, which is basically flat. Figuring out the map, teleporters, secret doors, trigger lines that activate elevators, etc is pretty complicated stuff.
Given phrases like "Their agent, he said, “was ducking most of the time and thus was hard to hit.” I suspect a good human player would outskill the bots here. From the ViZDOOM paper (https://ancillary-proxy.atarimworker.io?url=https%3A%2F%2Farxiv.org%2Fabs%2F1605.02097) "we test the environment by trying to learn bots for two scenarios: a basic move-and-shoot task and a more complex maze-navigation problem."
When it comes to singleplayer, I would love to see bots play better than Henning in his 30nm run in 29:39, https://ancillary-proxy.atarimworker.io?url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3F...