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For The Win: population-trained visual team play

Contribution grade

Multiagent game-learning systems · Human-designed research method or resource

Reference score150,000Provisional editorial estimate of this exact contribution; its grade is assessed separately.

What changed

Combined 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.

Scientific scope

Combined 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. Original2018v1 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.

Evidence

The linked original sources describe the stated contribution and its evidence limits. WRS has not independently rerun the experiments or certified a proof. Original2018v1 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.

Contributors

Provisional WRS assessment, edition 2026-10-16.1. Independent expert calibration is pending. This grade does not certify correctness or assign ownership.

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