Modularization of End-to-End Learning: Case Study in Arcade Games
Andrew Melnik, Sascha Fleer, Malte Schilling, Helge Ritter

TL;DR
This paper demonstrates that decomposing arcade game environments into interacting objects and using specialized modules can significantly improve learning efficiency and generalization in end-to-end learning systems.
Contribution
It introduces a modular framework for end-to-end learning in arcade games, emphasizing environment decomposition and specialized modules for different interactions.
Findings
Achieves human-level performance within 10-15 minutes of gameplay.
Modular approach improves learning speed and generalization.
Environment decomposition is crucial for effective learning.
Abstract
Complex environments and tasks pose a difficult problem for holistic end-to-end learning approaches. Decomposition of an environment into interacting controllable and non-controllable objects allows supervised learning for non-controllable objects and universal value function approximator learning for controllable objects. Such decomposition should lead to a shorter learning time and better generalisation capability. Here, we consider arcade-game environments as sets of interacting objects (controllable, non-controllable) and propose a set of functional modules that are specialized on mastering different types of interactions in a broad range of environments. The modules utilize regression, supervised learning, and reinforcement learning algorithms. Results of this case study in different Atari games suggest that human-level performance can be achieved by a learning agent within a human…
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Taxonomy
TopicsArtificial Intelligence in Games · Digital Games and Media · Reinforcement Learning in Robotics
