Trajectory-based Learning for Ball-in-Maze Games
Deep Reinforcement Learning has shown tremendous success in solving several games and tasks in robotics. However, unlike humans, it generally requires a lot of training instances. Trajectories imitating to solve the task at hand can help to increase sample-efficiency of deep RL methods. In this paper, we present a simple approach to use such trajectories, applied to the challenging Ball-in-Maze Games, recently introduced in the literature. We show that in spite of not using human-generated trajectories and just using the simulator as a model to generate a limited number of trajectories, we can get a speed-up of about 2-3x in the learning process. We also discuss some challenges we observed while using trajectory-based learning for very sparse reward functions.
Dec-15-2018
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- North America > United States > California > Riverside County > Riverside (0.14)
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- Research Report (0.41)
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- Leisure & Entertainment > Games (0.48)
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