Deep Attention Recurrent Q-Network
Ivan Sorokin, Alexey Seleznev, Mikhail Pavlov, Aleksandr Fedorov, Anastasiia Ignateva
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- github.com/5vision/DARQNOfficialIn papernone★ 0
- github.com/ulstu/robotics_mlnone★ 0
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Abstract
A deep learning approach to reinforcement learning led to a general learner able to train on visual input to play a variety of arcade games at the human and superhuman levels. Its creators at the Google DeepMind's team called the approach: Deep Q-Network (DQN). We present an extension of DQN by "soft" and "hard" attention mechanisms. Tests of the proposed Deep Attention Recurrent Q-Network (DARQN) algorithm on multiple Atari 2600 games show level of performance superior to that of DQN. Moreover, built-in attention mechanisms allow a direct online monitoring of the training process by highlighting the regions of the game screen the agent is focusing on when making decisions.
Tasks
Benchmark Results
| Dataset | Model | Metric | Claimed | Verified | Status |
|---|---|---|---|---|---|
| Atari 2600 Breakout | DARQN hard | Score | 20 | — | Unverified |
| Atari 2600 Gopher | DARQN soft | Score | 5,356 | — | Unverified |
| Atari 2600 Seaquest | DARQN soft | Score | 7,263 | — | Unverified |
| Atari 2600 Space Invaders | DARQN soft | Score | 650 | — | Unverified |
| Atari 2600 Tutankham | DARQN soft | Score | 197 | — | Unverified |