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Can Deep Reinforcement Learning Solve Erdos-Selfridge-Spencer Games?

机译:可以深入加强学习解决Erdos-Selfridge-Spencer游戏吗?

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Deep reinforcement learning has achieved many recent successes, but our understanding of its strengths and limitations is hampered by the lack of rich environments in which we can fully characterize optimal behavior, and correspondingly diagnose individual actions against such a characterization. Here we consider a family of combinatorial games, arising from work of Erdos, Selfridge, and Spencer, and we propose their use as environments for evaluating and comparing different approaches to reinforcement learning. These games have a number of appealing features: they are challenging for current learning approaches, but they form (i) a low-dimensional, simply parametrized environment where (ii) there is a linear closed form solution for optimal behavior from any state, and (iii) the difficulty of the game can be tuned by changing environment parameters in an interpretable way. We use these Erdos-Selfridge-Spencer games not only to compare different algorithms, but test for generalization, make comparisons to supervised learning, analyse multiagent play, and even develop a self play algorithm.
机译:深度加强学习取得了许多最近的成功,但我们对其优势和局限性的理解受到缺乏富裕的环境,我们可以充分地表征最佳行为,并相应地诊断各自的措施对抗这种表征。在这里,我们考虑一个来自鄂尔多斯,Selfrodridge和Spencer的工作,并提出了他们作为评估和比较加强学习方法的环境的使用。这些游戏具有许多吸引人的功能:它们对当前的学习方法有挑战性,但它们形成了(i)一种低维,简单的参数化环境,其中(ii)有一个线性关闭表单解决方案,用于从任何状态的最佳行为(iii)可以通过以可解释的方式改变环境参数来调整游戏的难度。我们不仅使用这些Erdos-Selfridge-Spencer游戏不仅可以比较不同的算法,而且对泛化进行测试,使比较监督学习,分析多学用阶段,甚至开发自行游戏算法。

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