用强化学习测量记忆重放在训练吃豆人代理中的影响

Fabian Fallas-Moya, Jeremiah Duncan, Tabitha K. Samuel, Amir Sadovnik
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引用次数: 0

摘要

强化学习已经被广泛应用于经典游戏中,在经典游戏中,智能体通过自己玩游戏来学习规则。最近在一般强化学习方面的工作使用了许多改进,例如记忆重播来提高结果和训练时间,但我们还没有发现专注于记忆重播对玩简单经典电子游戏的智能体的影响的研究。在这项研究中,我们分析了三种不同的记忆回放技术对深度q -学习模型性能的影响,这些模型使用了不同难度的吃豆人视频游戏。此外,我们还提出了一种多通道图像——一种受单热编码启发创建用于训练模型的输入张量的新方法,并且我们在实验部分中表明,使用这种思想可以提高性能。我们发现我们的模型能够比以前的工作更快地学习,甚至能够在只经过3000次训练后就学会如何在mediumClassic棋盘上持续获胜,而以前认为这需要更长的时间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Measuring the Impact of Memory Replay in Training Pacman Agents using Reinforcement Learning
Reinforcement Learning has been widely applied to play classic games where the agents learn the rules by playing the game by themselves. Recent works in general Reinforcement Learning use many improvements such as memory replay to boost the results and training time but we have not found research that focuses on the impact of memory replay in agents that play simple classic video games. In this research, we present an analysis of the impact of three different techniques of memory replay in the performance of a Deep Q-Learning model using different levels of difficulty of the Pacman video game. Also, we propose a multi-channel image - a novel way to create input tensors for training the model - inspired by one-hot encoding, and we show in the experiment section that the performance is improved by using this idea. We find that our model is able to learn faster than previous work and is even able to learn how to consistently win on the mediumClassic board after only 3,000 training episodes, previously thought to take much longer.
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