The Impact of Determinism on Learning Atari 2600 Games
Hausknecht, Matthew (University of Texas) | Stone, Peter (University of Texas)
Atari 2600 games are deterministic given a fixed policy leading to a fixed sequence of actions. This article investigates three methods for adding randomness: random initialization, epsilon-greedy action selection, and epislon-repeat action selection. These methods are evaluated by how well they are able to derail a memorizing agent without hurting the performance of a randomized agent. Results indicate that epsilon-repeat action selection best fits the desired criteria and lower values of epsilon than previously used are sufficient to derail the memorizing agent.
Mar-1-2015
- Country:
- North America > United States > Texas (0.15)
- Genre:
- Overview (0.54)
- Research Report (0.69)
- Industry:
- Leisure & Entertainment > Games (0.38)
- Technology: