Related papers: Deep Q-Network for Angry Birds
Though robustness of networks to random attacks has been widely studied, intentional destruction by an intelligent agent is not tractable with previous methods. Here we devise a single-player game on a lattice that mimics the logic of an…
This paper presents an integration of a game system and the art therapy concept for promoting the mental well-being of video game players. In the proposed game system, the player plays an Angry-Birds-like game in which levels in the game…
A key task in Artificial Intelligence is learning effective policies for controlling agents in unknown environments to optimize performance measures. Off-policy learning methods, like Q-learning, allow learners to make optimal decisions…
Experience replay lets online reinforcement learning agents remember and reuse experiences from the past. In prior work, experience transitions were uniformly sampled from a replay memory. However, this approach simply replays transitions…
The deep reinforcement learning method usually requires a large number of training images and executing actions to obtain sufficient results. When it is extended a real-task in the real environment with an actual robot, the method will be…
We propose a novel simulation model that is able to predict the per-level churn and pass rates of Angry Birds Dream Blast, a popular mobile free-to-play game. Our primary contribution is to combine AI gameplay using Deep Reinforcement…
In this work, an advanced deep reinforcement learning architecture is used to train neural network agents playing atari games. Given only the raw game pixels, action space, and reward information, the system can train agents to play any…
The popular Q-learning algorithm is known to overestimate action values under certain conditions. It was not previously known whether, in practice, such overestimations are common, whether they harm performance, and whether they can…
An ensemble inference mechanism is proposed on the Angry Birds domain. It is based on an efficient tree structure for encoding and representing game screenshots, where it exploits its enhanced modeling capability. This has the advantage to…
We employ the Deep Q-Learning algorithm with Experience Replay to train an agent capable of achieving a high-level of play in the L-Game while self-learning from low-dimensional states. We also employ variable batch size for training in…
Testing a video game is a critical step for the production process and requires a great effort in terms of time and resources spent. Some software houses are trying to use the artificial intelligence to reduce the need of human resources…
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents…
Deep reinforcement learning (DRL) has gained a lot of attention in recent years, and has been proven to be able to play Atari games and Go at or above human levels. However, those games are assumed to have a small fixed number of actions…
Deep Q-learning is investigated as an end-to-end solution to estimate the optimal strategies for acting on time series input. Experiments are conducted on two idealized trading games. 1) Univariate: the only input is a wave-like price time…
We use reinforcement learning to tackle the problem of untangling braids. We experiment with braids with 2 and 3 strands. Two competing players learn to tangle and untangle a braid. We interface the braid untangling problem with the OpenAI…
We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning,…
Reinforcement learning has exceeded human-level performance in game playing AI with deep learning methods according to the experiments from DeepMind on Go and Atari games. Deep learning solves high dimension input problems which stop the…
This demo paper presents the first system for playing the popular Angry Birds game using a domain-independent planner. Our system models Angry Birds levels using PDDL+, a planning language for mixed discrete/continuous domains. It uses a…
We introduce two tactics to attack agents trained by deep reinforcement learning algorithms using adversarial examples, namely the strategically-timed attack and the enchanting attack. In the strategically-timed attack, the adversary aims…
Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is sometimes easier to…