Related papers: Learning from the memory of Atari 2600
Graphics Processing Units (GPUs) were once used solely for graphical computation tasks but with the increase in the use of machine learning applications, the use of GPUs to perform general-purpose computing has increased in the last few…
LSTM (Long Short-Term Memory) recurrent neural networks have been highly successful in a number of application areas. This technical report describes the use of the MNIST and UW3 databases for benchmarking LSTM networks and explores the…
While deep reinforcement learning (deep RL) agents are effective at maximizing rewards, it is often unclear what strategies they use to do so. In this paper, we take a step toward explaining deep RL agents through a case study using Atari…
We present a simple linear regression based approach for learning the weights and biases of a neural network, as an alternative to standard gradient based backpropagation. The present work is exploratory in nature, and we restrict the…
Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges…
Most deep learning models are limited to specific datasets or tasks because of network structures using fixed layers. In this paper, we discuss the differences between existing neural networks and real human neurons, propose association…
Deep reinforcement learning has shown its success in game playing. However, 2.5D fighting games would be a challenging task to handle due to ambiguity in visual appearances like height or depth of the characters. Moreover, actions in such…
Width-based planning has shown promising results on Atari 2600 games using pixel input, while using substantially fewer environment interactions than reinforcement learning. Recent width-based approaches have computed feature vectors for…
World models learn to simulate environment dynamics from experience, enabling sample-efficient reinforcement learning. But what do these models actually represent internally? We apply interpretability techniques--including linear and…
Recently, width-based planning methods have been shown to yield state-of-the-art results in the Atari 2600 video games. For this, the states were associated with the (RAM) memory states of the simulator. In this work, we consider the same…
We introduce a two-player model of reinforcement learning with memory. Past actions of an iterated game are stored in a memory and used to determine player's next action. To examine the behaviour of the model some approximate methods are…
When playing video-games we immediately detect which entity we control and we center the attention towards it to focus the learning and reduce its dimensionality. Reinforcement Learning (RL) has been able to deal with big state spaces,…
Spiking neural networks (SNNs) have great potential for energy-efficient implementation of Deep Neural Networks (DNNs) on dedicated neuromorphic hardware. Recent studies demonstrated competitive performance of SNNs compared with DNNs on…
An artificial neural network can be trained by uniformly broadcasting a reward signal to units that implement a REINFORCE learning rule. Though this presents a biologically plausible alternative to backpropagation in training a network, the…
Attention mechanism has gained great success in vision recognition. Many works are devoted to improving the effectiveness of attention mechanism, which finely design the structure of the attention operator. These works need lots of…
Inspired by the cognitive science theory of the explicit human memory systems, we have modeled an agent with short-term, episodic, and semantic memory systems, each of which is modeled with a knowledge graph. To evaluate this system and…
Rainbow Deep Q-Network (DQN) demonstrated combining multiple independent enhancements could significantly boost a reinforcement learning (RL) agent's performance. In this paper, we present "Beyond The Rainbow" (BTR), a novel algorithm that…
Progress in fields of machine learning and adversarial planning has benefited significantly from benchmark domains, from checkers and the classic UCI data sets to Go and Diplomacy. In sequential decision-making, agent evaluation has largely…
Associative memory or content addressable memory is an important component function in computer science and information processing and is a key concept in cognitive and computational brain science. Many different neural network…
Deep reinforcement learning agents are notoriously sample inefficient, which considerably limits their application to real-world problems. Recently, many model-based methods have been designed to address this issue, with learning in the…