Improving the Performance of Deep Q-learning in Games Pong and Ms. Pacman
DOI:
https://doi.org/10.54097/hset.v39i.6718Keywords:
Deep Q-learning; Atari Game; Reward; Loss.Abstract
Unlike TD-gammon architecture, deep Q-learning algorithm combines deep learning and reinforcement learning, and it has achieved outstanding results in many Atari games. This study primarily focuses on two games, Pong and Ms. Pacman. It explores several approaches to improve the performance of deep Q-network (DQN). Based on the data obtained, while DQN displays a high-level performance in the simple Atari game Pong, it struggles a bit when learning the more complex game Ms. Pacman, leading to diverged loss. This under-performance may be partly explained by the shorter training time than the original paper due to limited computational resource. Given sufficient time of training and exploring, the model is believed to eventually converge once it identifies the optimal combination of hyperparameters.
Downloads
References
Tesauro, G. TD-Gammon: A Self-Teaching Backgammon Program. Applications of Neural Networks, 1995, pp. 267–285.
Mnih, V, et al. Playing Atari with Deep Reinforcement Learning. ArXiv, 2013.
Long-Ji, L. Reinforcement learning for robots using neural networks. Carnegie Mellon University, 1992.
Bellemare, M, et al. The Arcade Learning Environment: An Evaluation Platform for General Agents. Journal of Artificial Intelligence Research, 2013, 47, pp. 253-279.
Downloads
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.







