Control of Memory, Active Perception, and Action in Minecraft
May 30, 2016 Β· Declared Dead Β· π International Conference on Machine Learning
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Authors
Junhyuk Oh, Valliappa Chockalingam, Satinder Singh, Honglak Lee
arXiv ID
1605.09128
Category
cs.AI: Artificial Intelligence
Cross-listed
cs.CV,
cs.LG
Citations
316
Venue
International Conference on Machine Learning
Last Checked
3 months ago
Abstract
In this paper, we introduce a new set of reinforcement learning (RL) tasks in Minecraft (a flexible 3D world). We then use these tasks to systematically compare and contrast existing deep reinforcement learning (DRL) architectures with our new memory-based DRL architectures. These tasks are designed to emphasize, in a controllable manner, issues that pose challenges for RL methods including partial observability (due to first-person visual observations), delayed rewards, high-dimensional visual observations, and the need to use active perception in a correct manner so as to perform well in the tasks. While these tasks are conceptually simple to describe, by virtue of having all of these challenges simultaneously they are difficult for current DRL architectures. Additionally, we evaluate the generalization performance of the architectures on environments not used during training. The experimental results show that our new architectures generalize to unseen environments better than existing DRL architectures.
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