Assessing the Potential of Classical Q-learning in General Game Playing
원문 초록
After the recent groundbreaking results of AlphaGo and AlphaZero, we have seen strong interests in deep reinforcement learning and artificial general intelligence (AGI) in game playing. However, deep learning is resource-intensive and the theory is not yet well developed. For small games, simple classical table-based Q-learning might still be the algorithm of choice. General Game Playing (GGP) provides a good testbed for reinforcement learning to research AGI. Q-learning is one of the canonical reinforcement learning methods, and has been used by (Banerjee $\&$ Stone, IJCAI 2007) in GGP. In this paper we implement Q-learning in GGP for three small-board games (Tic-Tac-Toe, Connect Four, Hex)\footnote{source code: https://github.com/wh1992v/ggp-rl}, to allow comparison to Banerjee et al.. We find that Q-learning converges to a high win rate in GGP. For the $\epsilon$-greedy strategy, we propose a first enhancement, the dynamic $\epsilon$ algorithm. In addition, inspired by (Gelly $\&$ Silver, ICML 2007) we combine online search (Monte Carlo Search) to enhance offline learning, and propose QM-learning for GGP. Both enhancements improve the performance of classical Q-learning. In this work, GGP allows us to show, if augmented by appropriate enhancements, that classical table-based Q-learning can perform well in small games.
함께 살펴볼 논문
공통 태그를 근거로 연결했습니다. 실제 인용 관계나 논문의 우수성을 뜻하지 않습니다.
Task Independent Capsule-Based Agents for Deep Q-Learning
Deep Reinforcement Learning Based Power Allocation for D2D Network
Deep Reinforcement Learning with Gradient Eligibility Traces
Generalized Adaptive Transfer Network: Enhancing Transfer Learning in Reinforcement Learning Across Domains
Adaptive Action Duration with Contextual Bandits for Deep Reinforcement Learning in Dynamic Environments
DR-SAC: Distributionally Robust Soft Actor-Critic for Reinforcement Learning under Uncertainty
토론
이 논문과 연결된 포럼 글이 아직 없습니다.