Matthew S. Emigh, E. Kriminger, A. Brockmeier, J. Príncipe, P. Pardalos
{"title":"Reinforcement Learning in Video Games Using Nearest Neighbor Interpolation and Metric Learning","authors":"Matthew S. Emigh, E. Kriminger, A. Brockmeier, J. Príncipe, P. Pardalos","doi":"10.1109/TCIAIG.2014.2369345","DOIUrl":null,"url":null,"abstract":"Reinforcement learning (RL) has had mixed success when applied to games. Large state spaces and the curse of dimensionality have limited the ability for RL techniques to learn to play complex games in a reasonable length of time. We discuss a modification of Q-learning to use nearest neighbor states to exploit previous experience in the early stages of learning. A weighting on the state features is learned using metric learning techniques, such that neighboring states represent similar game situations. Our method is tested on the arcade game Frogger, and it is shown that some of the effects of the curse of dimensionality can be mitigated.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":"8 1","pages":"56-66"},"PeriodicalIF":0.0000,"publicationDate":"2016-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2014.2369345","citationCount":"25","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Computational Intelligence and AI in Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TCIAIG.2014.2369345","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Computer Science","Score":null,"Total":0}
引用次数: 25
Abstract
Reinforcement learning (RL) has had mixed success when applied to games. Large state spaces and the curse of dimensionality have limited the ability for RL techniques to learn to play complex games in a reasonable length of time. We discuss a modification of Q-learning to use nearest neighbor states to exploit previous experience in the early stages of learning. A weighting on the state features is learned using metric learning techniques, such that neighboring states represent similar game situations. Our method is tested on the arcade game Frogger, and it is shown that some of the effects of the curse of dimensionality can be mitigated.
期刊介绍:
Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.