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Playing Atari with Deep Reinforcement Learning

2013-12-19 · Volodymyr Mnih, Koray Kavukcuoglu, David Silver, Alex Graves, Ioannis Antonoglou, Daan Wierstra, Martin Riedmiller

We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learning Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them.

📄 PDF Abstract BibTeX arXiv:1312.5602

Code (112)

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Tasks

Atari GamesDeep Reinforcement LearningMulti-Goal Reinforcement LearningQ-LearningReinforcement LearningReinforcement Learning (RL)

Methods 이 논문이 사용한 방법론

Epsilon Greedy Exploration 설명 없음
Q-Learning Q-Learning is an off-policy temporal difference control algorithm: $$Q\left(S\_{t}, A\_{t}\right) \leftarrow Q\left(S\_{t}, A\_{t}\right) + \alpha\left[R_{t+1} +…
Experience Replay Experience Replay is a replay memory technique used in reinforcement learning where we store the agent’s experiences at each time-step, $e\_{t} = \left(s\_{t}, a\_{t}, r\_{t},…
Dense Connections Dense Connections, or Fully Connected Connections, are a type of layer in a deep neural network that use a linear operation where every input is connected to every output…
Convolution A convolution is a type of matrix operation, consisting of a kernel, a small matrix of weights, that slides over input data performing element-wise multiplication with the…
DQN A DQN, or Deep Q-Network, approximates a state-value function in a Q-Learning framework with a neural network. In the Atari…

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