Sökning: "Atari 2600"

Hittade 5 uppsatser innehållade orden Atari 2600.

  1. 1. Application of Deep Q-learning for Vision Control on Atari Environments

    Master-uppsats, Lunds universitet/Beräkningsbiologi och biologisk fysik

    Författare :Jim Öhman; [2021]
    Nyckelord :Reinforcement learning; Atari 2600; Deep Q-learning; Myopic Agents; Vision Control; Physics and Astronomy;

    Sammanfattning : The success of Reinforcement Learning (RL) has mostly been in artificial domains, with only some successful real-world applications. One of the reasons being that most real-world domains fail to satisfy a set of assumptions of RL theory. LÄS MER

  2. 2. Unsupervised state representation pretraining in Reinforcement Learning applied to Atari games

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Francesco Nuzzo; [2020]
    Nyckelord :;

    Sammanfattning : State representation learning aims to extract useful features from the observations received by a Reinforcement Learning agent interacting with an environment. These features allow the agent to take advantage of the low-dimensional and informative representation to improve the efficiency in solving tasks. LÄS MER

  3. 3. DQN Tackling the Game of Candy Crush Friends Saga : A Reinforcement Learning Approach

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Alice Karnsund; [2019]
    Nyckelord :;

    Sammanfattning : This degree project presents a reinforcement learning (RL) approach called deep Q-network (DQN) for learning how to play the game Candy Crush Friends Saga (CCFS). The DQN algorithm is implemented together with three extensions, which in 2015 resulted in a new state-of-the-art on the Atari 2600 domain. LÄS MER

  4. 4. LSTM-nätverk för generellt Atari 2600 spelande

    Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi; Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Erik Nilson; Arvid Renström; [2019]
    Nyckelord :AI; ANN; LSTM; General game playing; Atari 2600; AI; ANN; LSTM; Generellt spelande; Atari 2600;

    Sammanfattning : I detta arbete jämfördes ett LSTM-nätverk med ett feedforward-nätverk för generellt Atari 2600 spelande. Prestandan definierades som poängen agenten får för ett visst spel. Hypotesen var att LSTM skulle prestera minst lika bra som feedforward och förhoppningsvis mycket bättre. LÄS MER

  5. 5. Navigation of Mobile Robots in Human Environments with Deep Reinforcement Learning

    Master-uppsats, KTH/Skolan för datavetenskap och kommunikation (CSC)

    Författare :Benjamin Coors; [2016]
    Nyckelord :Deep Reinforcement Learning Mobile Robot Navigation Human Environment;

    Sammanfattning : For mobile robots which operate in human environments it is not sufficient to simply travel to their target destination as quickly as possible. Instead, mobile robots in human environments need to travel to their destination safely,  keeping a comfortable distance to humans and not colliding with any obstacles along the way. LÄS MER