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      "statement": "# For The Win: population-trained visual team play\n\nCombined concurrent populations, two-tier optimization of internal reward schemes and multiscale recurrent representations to learn pixel-based QuakeIII capture-the-flag policies that cooperated and competed with unfamiliar teammates/opponents.\n\n## Scientific scope\n\nOriginal2018v1 study, not a silent merge with expanded2019journal scenarios. Uses game-point event signals and evolved reward shaping, not pixels plus terminal win alone. Human/agent control resolution, reaction time and tagging accuracy differ; artificial accuracy reduction tests do not prove identical interfaces or universal human-level teamwork. PBT and earlier recurrent/RL ideas are inherited.\n\n## Reading status\n\nThis is a source-linked WRS catalogue note. A full explanatory guide and independent scientific reconstruction have not been completed for this entry. Read the identified original work for its complete narrative and arguments.\n\n## People and systems\n\nMax Jaderberg; Wojciech M. Czarnecki; Iain Dunning; Luke Marris; Guy Lever; Antonio Garcia Castaneda; Charles Beattie; Neil C. Rabinowitz; Ari S. Morcos; Avraham Ruderman; Nicolas Sonnerat; Tim Green; Louise Deason; Joel Z. Leibo; David Silver; Demis Hassabis; Koray Kavukcuoglu; Thore Graepel\n\nSource-listed authors or explicitly credited technical contributors for the cited versions. Family entries retain source-specific attribution; a combined list is not one original-paper byline or equal individual work. Names alone do not establish resolved identities.\n\n\n\n## Original sources\n\n- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://arxiv.org/pdf/1807.01281v1)\n",
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