Year: 2020
Type: preprint
Abstract: MineRL 2019 competition challenged participants to train sample-efficient agents to play Minecraft, by using a dataset of human gameplay and a limit number of steps the environment. We approached this task with behavioural cloning by predicting what actions human players would take, and reached fifth place in the final ranking. Despite being a simple algorithm, we observed the performance of such an approach can vary significantly, based on when the training is stopped. In this paper, we detail our submission to the competition, run further experiments to study how performance varied over training and study how different engineering decisions affected these results.
Source: arXiv (Cornell University)
Institution: University of Eastern Finland
Language: English
Subfield: Artificial Intelligence
Field: Computer Science
Domain: Physical Sciences
Open Access status: green
OpenAlex ID: W3021343263
