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Crawling in Rogue's Dungeons with (Partitioned) A3C

机译:在Rogue的地牢中爬行(分区)A3C

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Rogue is a famous dungeon-crawling video-game of the 80ies, the ancestor of its gender. Rogue-like games are known for the necessity to explore partially observable and always different randomly-generated labyrinths, preventing any form of level replay. As such, they serve as a very natural and challenging task for reinforcement learning, requiring the acquisition of complex, non-reactive behaviors involving memory and planning. In this article we show how, exploiting a version of Asynchronous Advantage Actor-Critic (A3C) partitioned on different situations, the agent is able to reach the stairs and descend to the next level in 98% of cases.
机译:Rogue是一个着名的Dungeon-爬行视频游戏,其性别的祖先。 Rogue样游戏似乎是探索部分可观察到的,始终不同的随机生成的迷宫,防止任何形式的水平重放。因此,它们是加强学习的一个非常自然和具有挑战性的任务,需要获取涉及内存和规划的复杂,非反应性行为。在本文中,我们展示了如何利用在不同情况下分区的异步优势演员演员(A3C)的版本,该代理能够到达楼梯,并在98%的情况下降至下一级别。

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