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471114 · Jun 201919922001200920172026
48 results for Atari

Model-free reinforcement learning (RL) can be used to learn effective policies for complex tasks, such as Atari games, even from image observations. However, this typically requires very large amounts of interaction -- substantially more, in fact, than a human would need to learn the same games. How can people learn so…

2019-03-01abs ↗pdf ↗

Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges that any algorithm needs to master in order to perform well on all games: process…

2018-05-29abs ↗pdf ↗

State representation learning, or the ability to capture latent generative factors of an environment, is crucial for building intelligent agents that can perform a wide variety of tasks. Learning such representations without supervision from rewards is a challenging open problem. We introduce a method that learns state…

2019-06-19abs ↗pdf ↗

Deep reinforcement learning has become popular over recent years, showing superiority on different visual-input tasks such as playing Atari games and robot navigation. Although objects are important image elements, few work considers enhancing deep reinforcement learning with object characteristics. In this paper, we p…

2018-09-17abs ↗pdf ↗

In this work, we build on recent advances in distributional reinforcement learning to give a generally applicable, flexible, and state-of-the-art distributional variant of DQN. We achieve this by using quantile regression to approximate the full quantile function for the state-action return distribution. By reparameter…

2018-06-14abs ↗pdf ↗

Paper presents a new method for Bayesian deep learning that scales to Atari games.

problem Training neural networks on complex environments like Atari games is challenging.
method Adapted temporal difference Q-learning to work with Bayesian inference.
result TAGI allows for analytical inference of neural network parameters, achieving performance comparable to gradient-based methods.

Currently, many applications in Machine Learning are based on define new models to extract more information about data, In this case Deep Reinforcement Learning with the most common application in video games like Atari, Mario, and others causes an impact in how to computers can learning by himself with only informatio…

2019-08-16abs ↗pdf ↗

Due to the capability of deep learning to perform well in high dimensional problems, deep reinforcement learning agents perform well in challenging tasks such as Atari 2600 games. However, clearly explaining why a certain action is taken by the agent can be as important as the decision itself. Deep reinforcement learni…

2019-02-01abs ↗pdf ↗

To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. …

2018-11-15abs ↗pdf ↗

Paper proposes an RL algorithm to ensure policy performance guarantees.

problem Lack of performance guarantees for RL policies compared to baselines.
method Online model-free algorithm that ensures conservative exploration.
result Regret bound of ildeO(T) ilde{\mathcal{O}}(\sqrt{T}) for both discrete and continuous spaces.

CURL uses contrastive learning to improve reinforcement learning performance.

problem Improving reinforcement learning performance on complex tasks.
method Contrastive learning to extract high-level features from raw pixels, followed by off-policy control.
result CURL outperforms prior methods on DeepMind Control Suite and Atari Games.

Do you remember your first video game console? We remember ours. Decades ago, they provided hours of entertainment. Now, we have repurposed them to solve dynamic and stochastic optimization problems. With deep reinforcement learning methods posting superhuman performance on a wide range of Atari games, we consider the …

2019-11-14abs ↗pdf ↗

Method learns statistics of return distributions via neural networks and maximum mean discrepancy.

problem Learning probability distributions in reinforcement learning.
method Maximum mean discrepancy (MMD) for learning unrestricted statistics of return distributions.
result Method outperforms standard distributional RL baselines on Atari games.

We introduce CuLE (CUDA Learning Environment), a CUDA port of the Atari Learning Environment (ALE) which is used for the development of deep reinforcement algorithms. CuLE overcomes many limitations of existing CPU-based emulators and scales naturally to multiple GPUs. It leverages GPU parallelization to run thousands …

2019-07-19abs ↗pdf ↗

New loss function equivalence reveals PER's uniform sampling can be improved.

problem Improving Prioritized Experience Replay (PER) for better learning efficiency.
method Transforming non-uniformly sampled data loss functions into uniformly sampled ones.
result Some environments can replace PER with a new loss function without performance loss.

Deep reinforcement learning, applied to vision-based problems like Atari games, maps pixels directly to actions; internally, the deep neural network bears the responsibility of both extracting useful information and making decisions based on it. By separating the image processing from decision-making, one could better …

2018-06-04abs ↗pdf ↗

Deep RL algorithms can overfit to early experiences, leading to poor performance.

problem Overfitting to early interactions in deep reinforcement learning.
method Proposed a mechanism to periodically reset part of the agent to mitigate overfitting.
result Periodic resetting improves performance in both discrete and continuous action domains.

Deep reinforcement learning (DeepRL) agents surpass human-level performance in many tasks. However, the direct mapping from states to actions makes it hard to interpret the rationale behind the decision-making of the agents. In contrast to previous a-posteriori methods for visualizing DeepRL policies, in this work, we …

2018-12-29abs ↗pdf ↗

A new method prioritizes and recycles experiences for better reinforcement learning.

problem Improving reinforcement learning efficiency by prioritizing and recycling experiences.
method Double-prioritized state-recycled (DPSR) experience replay.
result DPSR achieved state-of-the-art results in Atari games, outperforming original and prioritized methods.

Although deep reinforcement learning agents have produced impressive results in many domains, their decision making is difficult to explain to humans. To address this problem, past work has mainly focused on explaining why an action was chosen in a given state. A different type of explanation that is useful is a counte…

2019-09-27abs ↗pdf ↗

Paper proposes SinkhornDRL for distributional RL using Sinkhorn divergence and regularized Wasserstein loss.

problem Improving distributional reinforcement learning by minimizing Bellman return distribution differences.
method Introduces SinkhornDRL, a distributional RL algorithm using Sinkhorn divergence and regularized Wasserstein loss.
result SinkhornDRL consistently outperforms or matches existing algorithms on Atari games, especially in multi-dimensional reward settings.

Large-scale public datasets have been shown to benefit research in multiple areas of modern artificial intelligence. For decision-making research that requires human data, high-quality datasets serve as important benchmarks to facilitate the development of new methods by providing a common reproducible standard. Many h…

2019-03-15abs ↗pdf ↗

Stabilizes policy optimization with off-policy data using divergence augmentation.

problem Premature convergence and instability in policy optimization with off-policy data.
method Incorporates Bregman divergence between behavior and current policies to ensure safe policy updates.
result Empirically shows better performance in data-scarce scenarios compared to other algorithms.

We show how an ensemble of QQ^*-functions can be leveraged for more effective exploration in deep reinforcement learning. We build on well established algorithms from the bandit setting, and adapt them to the QQ-learning setting. We propose an exploration strategy based on upper-confidence bounds (UCB). Our experimen…

2017-06-05abs ↗pdf ↗