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Deep reinforcement learning (DRL) has achieved surpassing human performance on Atari games, using raw pixels and rewards to learn everything. However, first-person-shooter (FPS) games in 3D environments contain higher levels of human concepts (enemy, weapon, spatial structure, etc.) and a large action space. In this paper, we explore a novel method which can plan on temporally-extended action sequences, which we refer as Combo-Action to compress the action space. We further train a deepdoi:10.1609/aaai.v33i01.3301954 fatcat:mez35pzfg5gmzokknbygvpu5pe