State of the Art Control of Atari Games Using Shallow Reinforcement Learning
Yitao Liang, Marlos C. Machado, Erik Talvitie, Michael Bowling

TL;DR
This paper analyzes the principles behind Deep Q-Networks' success in Atari games, proposing a simple, effective representation that rivals DQN and offers a benchmark for future research.
Contribution
It introduces a linear representation capturing key features of DQN, reducing the need for game-specific learning and providing a reproducible benchmark.
Findings
The linear representation achieves performance comparable to DQN.
It offers insights into DQN's strengths and weaknesses.
Provides a generic, practical feature set for the ALE.
Abstract
The recently introduced Deep Q-Networks (DQN) algorithm has gained attention as one of the first successful combinations of deep neural networks and reinforcement learning. Its promise was demonstrated in the Arcade Learning Environment (ALE), a challenging framework composed of dozens of Atari 2600 games used to evaluate general competency in AI. It achieved dramatically better results than earlier approaches, showing that its ability to learn good representations is quite robust and general. This paper attempts to understand the principles that underlie DQN's impressive performance and to better contextualize its success. We systematically evaluate the importance of key representational biases encoded by DQN's network by proposing simple linear representations that make use of these concepts. Incorporating these characteristics, we obtain a computationally practical feature set that…
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Taxonomy
TopicsReinforcement Learning in Robotics · Artificial Intelligence in Games · Advanced Bandit Algorithms Research
MethodsQ-Learning · Dense Connections · Convolution · Deep Q-Network
