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Papers

Combinational Q-Learning for Dou Di Zhu

2019-01-24 · Yang You, Liangwei Li, Baisong Guo, Weiming Wang, Cewu Lu

Deep reinforcement learning (DRL) has gained a lot of attention in recent years, and has been proven to be able to play Atari games and Go at or above human levels. However, those games are assumed to have a small fixed number of actions and could be trained with a simple CNN network. In this paper, we study a special class of Asian popular card games called Dou Di Zhu, in which two adversarial groups of agents must consider numerous card combinations at each time step, leading to huge number of actions. We propose a novel method to handle combinatorial actions, which we call combinational Q-learning (CQL). We employ a two-stage network to reduce action space and also leverage order-invariant max-pooling operations to extract relationships between primitive actions. Results show that our method prevails over state-of-the art methods like naive Q-learning and A3C. We develop an easy-to-use card game environments and train all agents adversarially from sractch, with only knowledge of game rules and verify that our agents are comparative to humans. Our code to reproduce all reported results will be available online.

📄 PDF Abstract BibTeX arXiv:1901.08925

Code (1)

qq456cvb/doudizhu-C 공식 구현 tf

Tasks

Atari GamesCard GamesDeep Reinforcement LearningQ-LearningReinforcement Learning

Methods 이 논문이 사용한 방법론

Entropy Regularization 설명 없음
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…
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…
Softmax The Softmax output function transforms a previous layer's output into a vector of probabilities. It is commonly used for multiclass classification. Given an input vector $x$…
A3C A3C, Asynchronous Advantage Actor Critic, is a policy gradient algorithm in reinforcement learning that maintains a policy $\pi\left(a\_{t}\mid{s}\_{t}; \theta\right)$ and…
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} +…

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