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AgentVille

Public archive note: I built AgentVille in 2020 and am making it public now. The project and benchmark are kept in their 2020 form.

Unity 2020.1.4f1 ML-Agents / DOTS distributed RL playground.

Open ml-agents/Project in Unity. Custom code lives in ml-agents/Project/Assets/AgentVille.

AgentVille scale run

Snapshot

  • Tabular Q-learning grid navigation with body-cost reward shaping.
  • Switchable AI/player agents, camera modes, deterministic moving obstacles, and presentation controls.
  • DOTS/ECS factory-courier scale scene with 100,000 simulated actors.
  • Exploration cohorts, novelty reward, prioritized replay, recurrent learner, fixed-seed greedy eval, and ablation-style policy comparison.
  • Best measured policy in current evals is tabular-greedy.

Factory-courier Eval

Internal Unity DOTS factory-courier benchmark, 100,000 agents, 10 x 120s, TimeScale 20, fixed seeds 1337-1346, learning off, novelty off, epsilon 0. Goals are completed deliveries.

Policy Runs Goals/run 95% CI Goals/sec Decisions/sec Success Mean steps Result
zero-Q tie-random 10 102.4 +/- 72.9 0.85 6.41M 0.10% 2,125.2 weak baseline
tabular-greedy 10 1,222,687.1 +/- 15,000.6 10,189.06 7.65M 91.12% 455.3 strongest measured policy
recurrent-greedy 10 451,964.3 +/- 216,953.1 3,766.37 1.22M 65.17% 169.6 high variance recurrent policy

Results are based on a custom internal benchmark.

Scale Run combines 100k ECS actors, exploration cohorts, novelty reward, prioritized replay, recurrent Q learning, fixed-seed greedy eval, and policy ablations.

Notes

  • Uses Unity DOTS/Entities preview packages.
  • ECS agents run pickup/dropoff courier tasks, track reward/progress, and retarget after deliveries.
  • Q-grid controls: Tab switches controlled agent, V cycles camera views, WASD/arrows move the agent.
  • Main curriculum controls switch stages, camera/view, Demo Run/Scale Run, reset, and zoom.

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Distributed RL playground and factory-courier benchmark for 100,000 agents in Unity DOTS

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