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Trajectory-based Learning for Ball-in-Maze Games

Machine Learning 2018-12-18 v2 Machine Learning

Abstract

Deep Reinforcement Learning has shown tremendous success in solving several games and tasks in robotics. However, unlike humans, it generally requires a lot of training instances. Trajectories imitating to solve the task at hand can help to increase sample-efficiency of deep RL methods. In this paper, we present a simple approach to use such trajectories, applied to the challenging Ball-in-Maze Games, recently introduced in the literature. We show that in spite of not using human-generated trajectories and just using the simulator as a model to generate a limited number of trajectories, we can get a speed-up of about 2-3x in the learning process. We also discuss some challenges we observed while using trajectory-based learning for very sparse reward functions.

Keywords

Cite

@article{arxiv.1811.11441,
  title  = {Trajectory-based Learning for Ball-in-Maze Games},
  author = {Sujoy Paul and Jeroen van Baar},
  journal= {arXiv preprint arXiv:1811.11441},
  year   = {2018}
}

Comments

Accepted at NIPS 2018 Workshop on Imitation Learning

R2 v1 2026-06-23T06:23:12.987Z