Related papers: Learning from the memory of Atari 2600
Neural networks mapping sequences to sequences (seq2seq) lead to significant progress in machine translation and speech recognition. Their traditional architecture includes two recurrent networks (RNs) followed by a linear predictor. In…
Despite considerable theoretical progress in the training of neural networks viewed as a multi-agent system of neurons, particularly concerning biological plausibility and decentralized training, their applicability to real-world problems…
Sequential activation of neurons is a common feature of network activity during a variety of behaviors, including working memory and decision making. Previous network models for sequences and memory emphasized specialized architectures in…
Player modeling attempts to create a computational model which accurately approximates a player's behavior in a game. Most player modeling techniques rely on domain knowledge and are not transferable across games. Additionally, player…
We evaluate the use of original game curricula supported by the Atari 2600 console as a heterogeneous transfer benchmark for deep reinforcement learning agents. Game designers created curricula using combinations of several discrete…
Neural Turing Machines (NTMs) are an instance of Memory Augmented Neural Networks, a new class of recurrent neural networks which decouple computation from memory by introducing an external memory unit. NTMs have demonstrated superior…
In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective…
Humans rapidly learn abstract knowledge when encountering novel environments and flexibly deploy this knowledge to guide efficient and intelligent action. Can modern AI systems learn and plan in a similar way? We study this question using a…
Imitation Learning (IL) is one of the most widely used methods in machine learning. Yet, many works find it is often unable to fully recover the underlying expert behavior, even in constrained environments like single-agent games. However,…
Artificial neural networks can acquire many aspects of human knowledge from data, making them promising as models of human learning. But what those networks can learn depends upon their inductive biases -- the factors other than the data…
State representation learning, or the ability to capture latent generative factors of an environment, is crucial for building intelligent agents that can perform a wide variety of tasks. Learning such representations without supervision…
In neuroscience, attention has been shown to bidirectionally interact with reinforcement learning (RL) processes. This interaction is thought to support dimensionality reduction of task representations, restricting computations to relevant…
The Arcade Learning Environment (ALE) is a popular platform for evaluating reinforcement learning agents. Much of the appeal comes from the fact that Atari games demonstrate aspects of competency we expect from an intelligent agent and are…
We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an…
The ability to learn continually is essential in a complex and changing world. In this paper, we characterize the behavior of canonical value-based deep reinforcement learning (RL) approaches under varying degrees of non-stationarity. In…
Multiagent systems provide an ideal environment for the evaluation and analysis of real-world problems using reinforcement learning algorithms. Most traditional approaches to multiagent learning are affected by long training periods as well…
Deep neural networks have excelled on a wide range of problems, from vision to language and game playing. Neural networks very gradually incorporate information into weights as they process data, requiring very low learning rates. If the…
In this paper, we present a new neural network model based on attribute-specific representations (e.g., color, shape, size), a classic example of associative memory. The proposed model is based on a previous study on memory and recall of…
Asymmetrical multiplayer (AMP) game is a popular game genre which involves multiple types of agents competing or collaborating with each other in the game. It is difficult to train powerful agents that can defeat top human players in AMP…
One of the most prominent methods for explaining the behavior of Deep Reinforcement Learning (DRL) agents is the generation of saliency maps that show how much each pixel attributed to the agents' decision. However, there is no work that…