Related papers: Deep Q-Network for Angry Birds
We present heuristically optimal strategies expressed by deep learning agents playing a simple avoidance game. We analyse the learning and behaviour of two agents within a symmetrical grid world that must cross paths to reach a target…
Deep reinforcement learning (DRL) has made great achievements since proposed. Generally, DRL agents receive high-dimensional inputs at each step, and make actions according to deep-neural-network-based policies. This learning mechanism…
We introduce \emph{Quantum Frog}, a two-player cooperative game built on a novel \emph{quantized-time} mechanic in which the environment advances only when a player acts. Inspired by the classic arcade game Frogger, Quantum Frog requires…
This paper compares two deep reinforcement learning approaches for cyber security in software defined networking. Neural Episodic Control to Deep Q-Network has been implemented and compared with that of Double Deep Q-Networks. The two…
As the third-generation neural networks, Spiking Neural Networks (SNNs) have great potential on neuromorphic hardware because of their high energy-efficiency. However, Deep Spiking Reinforcement Learning (DSRL), i.e., the Reinforcement…
Deep learning has enabled traditional reinforcement learning methods to deal with high-dimensional problems. However, one of the disadvantages of deep reinforcement learning methods is the limited exploration capacity of learning agents. In…
In this paper, a new offline actor-critic learning algorithm is introduced: Sampled Policy Gradient (SPG). SPG samples in the action space to calculate an approximated policy gradient by using the critic to evaluate the samples. This…
To perform well, Deep Reinforcement Learning (DRL) methods require significant memory resources and computational time. Also, sometimes these systems need additional environment information to achieve a good reward. However, it is more…
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much…
Self-trained autonomous agents developed using machine learning are showing great promise in a variety of control settings, perhaps most remarkably in applications involving autonomous vehicles. The main challenge associated with…
Negotiation is a process where agents aim to work through disputes and maximize their surplus. As the use of deep reinforcement learning in bargaining games is unexplored, this paper evaluates its ability to exploit, adapt, and cooperate to…
This paper presents the development of an Artificial Intelligence (AI) based fighter jet agent within a customized Pygame simulation environment, designed to solve multi-objective tasks via deep reinforcement learning (DRL). The jet's…
Experience replay enables online reinforcement learning agents to store and reuse the previous experiences of interacting with the environment. In the original method, the experiences are sampled and replayed uniformly at random. A prior…
Board games, with the exception of solo games, need at least one other player to play. Because of this, we created Artificial Intelligent (AI) agents to play against us when an opponent is missing. These AI agents are created in a number of…
We address two major challenges of implicit coordination in multi-agent deep reinforcement learning: non-stationarity and exponential growth of state-action space, by combining Deep-Q Networks for policy learning with Nash equilibrium for…
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…
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…
Deep reinforcement learning has learned to play many games well, but failed on others. To better characterize the modes and reasons of failure of deep reinforcement learners, we test the widely used Asynchronous Actor-Critic (A2C) algorithm…
Reinforcement learning has shown much success in games such as chess, backgammon and Go. However, in most of these games, agents have full knowledge of the environment at all times. In this paper, we describe a deep learning model in which…
In deep reinforcement learning (RL), adversarial attacks can trick an agent into unwanted states and disrupt training. We propose a system called Robust Student-DQN (RS-DQN), which permits online robustness training alongside Q networks,…