Decomposes game environments into controllable and non-controllable parts for faster learning.
arXiv research
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The paper evaluates various bonus-based exploration methods in the ALE and finds limited improvement in performance.
The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward …
Neural MMO simulates MMOs to study multiagent intelligence.
We propose a novel training algorithm for reinforcement learning which combines the strength of deep Q-learning with a constrained optimization approach to tighten optimality and encourage faster reward propagation. Our novel technique makes deep reinforcement learning more practical by drastically reducing the trainin…
Study finds reinforcement learning performance plateaus due to environmental interference.
Efficient exploration in complex environments remains a major challenge for reinforcement learning. We propose bootstrapped DQN, a simple algorithm that explores in a computationally and statistically efficient manner through use of randomized value functions. Unlike dithering strategies such as epsilon-greedy explorat…
Q2-Opt improves robot grasping success and efficiency.
This paper shows how rotating, cropping, and translating images improves a reinforcement learning agent's ability to generalize.
We check the claims that data from Google Trends contain enough data to predict future financial index returns. We first discuss the many subtle (and less subtle) biases that may affect the backtest of a trading strategy, particularly when based on such data. Expectedly, the choice of keywords is crucial: by using an i…
In this work we present a technique to use natural language to help reinforcement learning generalize to unseen environments. This technique uses neural machine translation, specifically the use of encoder-decoder networks, to learn associations between natural language behavior descriptions and state-action informatio…
ARCADe detects anomalies in a sequence of tasks with limited data.
New algorithms improve reinforcement learning stability and performance.
We introduce a novel Deep Reinforcement Learning (DRL) algorithm called Deep Quality-Value (DQV) Learning. DQV uses temporal-difference learning to train a Value neural network and uses this network for training a second Quality-value network that learns to estimate state-action values. We first test DQV's update rules…
Research in deep reinforcement learning (RL) has coalesced around improving performance on benchmarks like the Arcade Learning Environment. However, these benchmarks conspicuously miss important characteristics like abrupt context-dependent shifts in strategy and temporal sensitivity that are often present in real-worl…
This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an a…
In a voice-controlled smart-home, a controller must respond not only to user's requests but also according to the interaction context. This paper describes Arcades, a system which uses deep reinforcement learning to extract context from a graphical representation of home automation system and to update continuously its…
Deep RL policies share adversarial features across different MDPs.
In this paper we argue for the fundamental importance of the value distribution: the distribution of the random return received by a reinforcement learning agent. This is in contrast to the common approach to reinforcement learning which models the expectation of this return, or value. Although there is an established …
New analysis reveals diverse problem-solving behaviors in machine learning models.
WILD-SCAV benchmarks AI in complex 3D FPS environments.
Study geometric bases for A-polynomials in SU(3) using arcade formalism.
Abstract MDPs enable strategic exploration and fast reward transfer in complex environments.
Self-Tuning Actor-Critic improves reinforcement learning performance.
New algorithm for RL using mean embeddings of return distributions.
Instability and variability of Deep Reinforcement Learning (DRL) algorithms tend to adversely affect their performance. Averaged-DQN is a simple extension to the DQN algorithm, based on averaging previously learned Q-values estimates, which leads to a more stable training procedure and improved performance by reducing …
Reinforcement learning (RL) has had many successes in both "deep" and "shallow" settings. In both cases, significant hyperparameter tuning is often required to achieve good performance. Furthermore, when nonlinear function approximation is used, non-stationarity in the state representation can lead to learning instabil…
Paper presents content-based models for game recommendation in cold start scenarios.
In this work, we ask the following question: Can visual analogies, learned in an unsupervised way, be used in order to transfer knowledge between pairs of games and even play one game using an agent trained for another game? We attempt to answer this research question by creating visual analogies between a pair of game…
Potential games, originally introduced in the early 1990's by Lloyd Shapley, the 2012 Nobel Laureate in Economics, and his colleague Dov Monderer, are a very important class of models in game theory. They have special properties such as the existence of Nash equilibria in pure strategies. This note introduces graphical…
A new framework for playing and learning board games.
IGGP learns game rules from varying quality game play, finding no overall trend.
A game on diagrams switches crossing directions to achieve connectedness.
Introduces SM-games to analyze machine learning interactions.
Just as war is sometimes fallaciously represented as a zero sum game -- when in fact war is a negative sum game - stock market trading, a positive sum game over time, is often erroneously represented as a zero sum game. This is called the "zero sum fallacy" -- the erroneous belief that one trader in a stock market exch…
The existence of stationary Markov perfect equilibria in stochastic games is shown under a general condition called "(decomposable) coarser transition kernels". This result covers various earlier existence results on correlated equilibria, noisy stochastic games, stochastic games with finite actions and state-independe…
Game theory helps analyze ESOs/EBIs in production and service sectors.
Combinatorial two-player games have recently been applied to knot theory. Examples of this include the Knotting-Unknotting Game and the Region Unknotting Game, both of which are played on knot shadows. These are turn-based games played by two players, where each player has a separate goal to achieve in order to win the…
We start briefly surveying research on optimal stopping games since their introduction by E.B.Dynkin more than 40 years ago. Recent renewed interest to dynkin's games is due, in particular, to the study of Israeli (game) options introduced in 2000. We discuss the work on these options and related derivative securities …
The paper explores how regularization can lead to convergence in imperfect information games.
Educational game on crypto investment helps students grasp macroeconomics.
Self-supervised approach improves reinforcement learning with attention.
Simplified NFT games discussed with methods for extracting value.
The paper proposes a method to learn continuous-action graphical games from perturbed equilibria.
We introduce TextWorld, a sandbox learning environment for the training and evaluation of RL agents on text-based games. TextWorld is a Python library that handles interactive play-through of text games, as well as backend functions like state tracking and reward assignment. It comes with a curated list of games whose …
Gradient Descent Ascent converges to von-Neumann solution in hidden zero-sum games.
Paper tackles hidden game problem in AI alignment and language games.
AEC Games model represents software MARL environments better than POSGs.