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Deep Attention Recurrent Q-Network

2015-12-05Code Available0· sign in to hype

Ivan Sorokin, Alexey Seleznev, Mikhail Pavlov, Aleksandr Fedorov, Anastasiia Ignateva

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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.

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Benchmark Results

DatasetModelMetricClaimedVerifiedStatus
Atari 2600 BreakoutDARQN hardScore20Unverified
Atari 2600 GopherDARQN softScore5,356Unverified
Atari 2600 SeaquestDARQN softScore7,263Unverified
Atari 2600 Space InvadersDARQN softScore650Unverified
Atari 2600 TutankhamDARQN softScore197Unverified

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