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arXiv:1710.11424cs.LG

Regret Minimization for Partially Observable Deep Reinforcement Learning

Peter Jin, Kurt Keutzer, Sergey Levine

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Abstract

Deep reinforcement learning algorithms that estimate state and state-action value functions have been shown to be effective in a variety of challenging domains, including learning control strategies from raw image pixels. However, algorithms that estimate state and state-action value functions typically assume a fully observed state and must compensate for partial observations by using finite length observation histories or recurrent networks. In this work, we propose a new deep reinforcement learning algorithm based on counterfactual regret minimization that iteratively updates an approximation to an advantage-like function and is robust to partially observed state. We demonstrate that this new algorithm can substantially outperform strong baseline methods on several partially observed reinforcement learning tasks: learning first-person 3D navigation in Doom and Minecraft, and acting in the presence of partially observed objects in Doom and Pong.

arXiv comments
ICML 2018
Journal reference
DOI
Subjects
cs.LGMachine Learning cs.AIArtificial Intelligence

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    • a. There was this paper a couple years ago applying CFR to single-agent settings: https://arxiv.org/abs/1710.11424 b. It really depends on the game and the situation. It can be several orders of magnitude in six-player poker. In other games, it can be even more.

      noambrownView on HNParent context

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