Reinforcement Learning in Video Games Using Nearest Neighbor Interpolation and Metric Learning

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.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
基于最近邻插值和度量学习的电子游戏强化学习
强化学习(RL)在应用于游戏时取得了不同程度的成功。大的状态空间和维度的诅咒限制了强化学习技术在合理时间内学习复杂游戏的能力。我们讨论了对q学习的一种修改,即在学习的早期阶段使用最近邻状态来利用先前的经验。使用度量学习技术来学习状态特征的权重,这样相邻的状态就代表了类似的游戏情境。我们的方法在街机游戏《青蛙过河》上进行了测试,结果表明,维度诅咒的一些影响是可以减轻的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
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.
期刊最新文献
A User Trust System for Online Games—Part II: A Subjective Logic Approach for Trust Inference Accelerating Board Games Through Hardware/Software Codesign Creating AI Characters for Fighting Games Using Genetic Programming Multiagent Path Finding With Persistence Conflicts Changing Resources Available to Game Playing Agents: Another Relevant Design Factor in Agent Experiments
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1