Playing Atari with Deep Reinforcement Learning.pdf

Playing Atari with Deep Reinforcement Learning.pdf

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Playing Atari with Deep Reinforcement Learning Volodymyr Mnih Koray Kavukcuoglu David Silver Alex Graves Ioannis Antonoglou Daan Wierstra Martin Riedmiller DeepMind Technologies vlad,koray,david,alex.graves,ioannis,daan,martin.riedmiller @ Abstract We present the first deep learning model to successfully learn control policies di- rectly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learn- ing Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them. 1 Introduction Learning to control agents directly from high-dimensional sensory inputs like vision and speech is one of the long-standing challenges of reinforcement learning (RL). Most successful RL applica- tions that operate on these domains have relied on hand-crafted features combined with linear value functions or policy representations. Clearly, the performance of such systems heavily relies on the quality of the feature representation. Recent advances in deep learning have made it possible to extract high-level features from raw sen- sory data, leading to breakthroughs in computer vision [11, 22, 16] and speech recognition [6, 7]. These methods utilise a range of neural network architectures, including convolutional networks, multilayer perceptrons, restricted Boltzmann machines and recurrent

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