Learning to Play Pac-Xon with Q-Learning and Two Double Q-Learning Variants

Jits Schilperoort, Ivar Mak, Mădălina M. Drugan, M. Wiering
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引用次数: 9

Abstract

Pac-Xon is an arcade video game in which the player tries to fill a level space by conquering blocks while being threatened by enemies. In this paper it is investigated whether a reinforcement learning (RL) agent can successfully learn to play this game. The RL agent consists of a multilayer perceptron (MLP) that uses a feature representation of the game state through input variables and gives Q-values for each possible action as output. For training the agent, the use of Q-learning is compared to two double Q-learning variants, the original algorithm and a novel variant. Furthermore, we have set up an alternative reward function which presents higher rewards towards the end of a level to try to increase the performance of the algorithms. The results show that all algorithms can be used to successfully learn to play Pac-Xon. Furthermore both double Q-learning variants obtain significantly higher performances than Q-learning and the progressive reward function does not yield better results than the regular reward function.
学习玩吃豆棋的Q-Learning和两个双Q-Learning变体
《吃豆xon》是一款街机电子游戏,在这款游戏中,玩家在受到敌人威胁的情况下通过征服砖块来填补关卡空间。本文研究了强化学习(RL)智能体是否能够成功地学会玩这个游戏。RL代理由多层感知器(MLP)组成,该感知器通过输入变量使用游戏状态的特征表示,并为每个可能的动作提供q值作为输出。对于智能体的训练,将q -学习的使用与两个双q -学习变体,原始算法和新变体进行了比较。此外,我们还设置了另一个奖励函数,在关卡结束时提供更高的奖励,以提高算法的性能。结果表明,所有算法都可以成功地用于学习吃豆棋。此外,两种双q学习变体都比q学习获得了显著更高的性能,渐进式奖励函数并不比常规奖励函数产生更好的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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