نتایج جستجو برای: atari

تعداد نتایج: 829  

2012
Marc G. Bellemare Joel Veness Michael H. Bowling

Contingency awareness is the recognition that some aspects of a future observation are under an agent’s control while others are solely determined by the environment. This paper explores the idea of contingency awareness in reinforcement learning using the platform of Atari 2600 games. We introduce a technique for accurately identifying contingent regions and describe how to exploit this knowle...

Journal: :IEEE Transactions on Computational Intelligence and AI in Games 2014

Journal: :Journal of Contemporary Archaeology 2015

2017
Robert Adamski Tomasz Grel Maciej Klimek Henryk Michalewski

The asynchronous nature of the state-of-the-art reinforcement learning algorithms such as the Asynchronous Advantage ActorCritic algorithm, makes them exceptionally suitable for CPU computations. However, given the fact that deep reinforcement learning often deals with interpreting visual information, a large part of the train and inference time is spent performing convolutions. In this work we...

Journal: :CoRR 2016
Ishan P. Durugkar Clemens Rosenbaum Stefan Dernbach Sridhar Mahadevan

Deep reinforcement learning has been shown to be a powerful framework for learning policies from complex high-dimensional sensory inputs to actions in complex tasks, such as the Atari domain. In this paper, we explore output representation modeling in the form of temporal abstraction to improve convergence and reliability of deep reinforcement learning approaches. We concentrate on macro-action...

Journal: :CoRR 2016
Jakub Sygnowski Henryk Michalewski

We train a number of neural networks to play games Bowling, Breakout and Seaquest using information stored in the memory of a video game console Atari 2600. We consider four models of neural networks which differ in size and architecture: two networks which use only information contained in the RAM and two mixed networks which use both information in the RAM and information from the screen. As ...

2015
Matthew J. Hausknecht Peter Stone

Pseudo-random number generation on the Atari 2600 was commonly accomplished using a Linear Feedback Shift Register (LFSR). One drawback was that the initial seed for the LFSR had to be hard-coded into the ROM. To overcome this constraint, programmers sampled from the LFSR once per frame, including title and end screens. Since a human player will have some random amount of delay between seeing t...

Journal: :The Art, Science, and Engineering of Programming 2018

2015
Maxim Egorov

Recent work has shown that Deep Q-Networks (DQNs) are capable of learning human-level control policies on a variety of different Atari 2600 games [1]. Other work has looked at treating the Atari problem as a partially observable Markov decision process (POMDP) by adding imperfect state information through image flickering [2]. However, these approaches leverage a convolutional network structure...

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