Deep Recurrent Q-Learning for Partially Observable MDPs
The University of Texas at Austin
Indexed inarxivdatacite
Abstract
Deep Reinforcement Learning has yielded proficient controllers for complex tasks. However, these controllers have limited memory and rely on being able to perceive the complete game screen at each decision point. To address these shortcomings, this article investigates the effects of adding recurrency to a Deep Q-Network (DQN) by replacing the first post-convolutional fully-connected layer with a recurrent LSTM. The resulting \textit{Deep Recurrent Q-Network} (DRQN), although capable of seeing only a single frame at each timestep, successfully integrates information through time and replicates DQN's performance on standard Atari games and partially observed equivalents featuring flickering game screens.…
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2Topics & keywords
Topics
Keywords
- Computer science
- Observability
- Reinforcement learning
- Frame (networking)
- Artificial intelligence
- Function (biology)
- Deep learning
- Point (geometry)
UN Sustainable Development Goals
- Peace, Justice and strong institutions
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