Inverse reinforcement learning for video games
Deep reinforcement learning achieves superhuman performance in a range of video game environments, but requires that a designer manually specify a reward function. It is often easier to provide demonstrations of a target behavior than to design a reward function describing that behavior. Inverse rei...
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Zusammenfassung: | Deep reinforcement learning achieves superhuman performance in a range of
video game environments, but requires that a designer manually specify a reward
function. It is often easier to provide demonstrations of a target behavior
than to design a reward function describing that behavior. Inverse
reinforcement learning (IRL) algorithms can infer a reward from demonstrations
in low-dimensional continuous control environments, but there has been little
work on applying IRL to high-dimensional video games. In our CNN-AIRL baseline,
we modify the state-of-the-art adversarial IRL (AIRL) algorithm to use CNNs for
the generator and discriminator. To stabilize training, we normalize the reward
and increase the size of the discriminator training dataset. We additionally
learn a low-dimensional state representation using a novel autoencoder
architecture tuned for video game environments. This embedding is used as input
to the reward network, improving the sample efficiency of expert
demonstrations. Our method achieves high-level performance on the simple
Catcher video game, substantially outperforming the CNN-AIRL baseline. We also
score points on the Enduro Atari racing game, but do not match expert
performance, highlighting the need for further work. |
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DOI: | 10.48550/arxiv.1810.10593 |