改进的神经拟合Q迭代应用于一种新的计算机游戏和学习基准

T. Gabel, C. Lutz, Martin A. Riedmiller
{"title":"改进的神经拟合Q迭代应用于一种新的计算机游戏和学习基准","authors":"T. Gabel, C. Lutz, Martin A. Riedmiller","doi":"10.1109/ADPRL.2011.5967361","DOIUrl":null,"url":null,"abstract":"Neural batch reinforcement learning (RL) algorithms have recently shown to be a powerful tool for model-free reinforcement learning problems. In this paper, we present a novel learning benchmark from the realm of computer games and apply a variant of a neural batch RL algorithm in the scope of this benchmark. Defining the learning problem and appropriately adjusting all relevant parameters is often a tedious task for the researcher who implements and investigates some learning approach. In RL, the suitable choice of the function c of immediate costs is crucial, and, when utilizing multi-layer perceptron neural networks for the purpose of value function approximation, the definition of c must be well aligned with the specific characteristics of this type of function approximator. Determining this alignment is especially tricky, when no a priori knowledge about the task and, hence, about optimal policies is available. To this end, we propose a simple, but effective dynamic scaling heuristic that can be seamlessly integrated into contemporary neural batch RL algorithms. We evaluate the effectiveness of this heuristic in the context of the well-known pole swing-up benchmark as well as in the context of the novel gaming benchmark we are suggesting.","PeriodicalId":406195,"journal":{"name":"2011 IEEE Symposium on Adaptive Dynamic Programming and Reinforcement Learning (ADPRL)","volume":"473 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"18","resultStr":"{\"title\":\"Improved neural fitted Q iteration applied to a novel computer gaming and learning benchmark\",\"authors\":\"T. Gabel, C. Lutz, Martin A. Riedmiller\",\"doi\":\"10.1109/ADPRL.2011.5967361\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Neural batch reinforcement learning (RL) algorithms have recently shown to be a powerful tool for model-free reinforcement learning problems. In this paper, we present a novel learning benchmark from the realm of computer games and apply a variant of a neural batch RL algorithm in the scope of this benchmark. Defining the learning problem and appropriately adjusting all relevant parameters is often a tedious task for the researcher who implements and investigates some learning approach. In RL, the suitable choice of the function c of immediate costs is crucial, and, when utilizing multi-layer perceptron neural networks for the purpose of value function approximation, the definition of c must be well aligned with the specific characteristics of this type of function approximator. Determining this alignment is especially tricky, when no a priori knowledge about the task and, hence, about optimal policies is available. To this end, we propose a simple, but effective dynamic scaling heuristic that can be seamlessly integrated into contemporary neural batch RL algorithms. We evaluate the effectiveness of this heuristic in the context of the well-known pole swing-up benchmark as well as in the context of the novel gaming benchmark we are suggesting.\",\"PeriodicalId\":406195,\"journal\":{\"name\":\"2011 IEEE Symposium on Adaptive Dynamic Programming and Reinforcement Learning (ADPRL)\",\"volume\":\"473 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-04-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"18\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2011 IEEE Symposium on Adaptive Dynamic Programming and Reinforcement Learning (ADPRL)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ADPRL.2011.5967361\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 IEEE Symposium on Adaptive Dynamic Programming and Reinforcement Learning (ADPRL)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ADPRL.2011.5967361","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 18

摘要

神经批强化学习(RL)算法最近被证明是解决无模型强化学习问题的有力工具。在本文中,我们提出了一个来自电脑游戏领域的新的学习基准,并在该基准的范围内应用了一种神经批处理强化学习算法的变体。对于实施和研究某种学习方法的研究人员来说,定义学习问题并适当调整所有相关参数往往是一项乏味的任务。在强化学习中,直接成本函数c的合适选择是至关重要的,当利用多层感知器神经网络进行值函数逼近时,c的定义必须很好地与这种类型的函数逼近器的具体特征相一致。当没有关于任务和最佳策略的先验知识可用时,确定这种一致性尤其棘手。为此,我们提出了一种简单但有效的动态缩放启发式算法,可以无缝集成到当代神经批处理强化学习算法中。我们在众所周知的极点摇摆基准以及我们建议的新颖游戏基准的背景下评估这种启发式的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Improved neural fitted Q iteration applied to a novel computer gaming and learning benchmark
Neural batch reinforcement learning (RL) algorithms have recently shown to be a powerful tool for model-free reinforcement learning problems. In this paper, we present a novel learning benchmark from the realm of computer games and apply a variant of a neural batch RL algorithm in the scope of this benchmark. Defining the learning problem and appropriately adjusting all relevant parameters is often a tedious task for the researcher who implements and investigates some learning approach. In RL, the suitable choice of the function c of immediate costs is crucial, and, when utilizing multi-layer perceptron neural networks for the purpose of value function approximation, the definition of c must be well aligned with the specific characteristics of this type of function approximator. Determining this alignment is especially tricky, when no a priori knowledge about the task and, hence, about optimal policies is available. To this end, we propose a simple, but effective dynamic scaling heuristic that can be seamlessly integrated into contemporary neural batch RL algorithms. We evaluate the effectiveness of this heuristic in the context of the well-known pole swing-up benchmark as well as in the context of the novel gaming benchmark we are suggesting.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信