Deep reinforcement learning compared with Q-table learning applied to backgammon

Detta är en Kandidat-uppsats från KTH/Skolan för datavetenskap och kommunikation (CSC); KTH/Skolan för datavetenskap och kommunikation (CSC)

Författare: Peter Finnman; Max Winberg; [2016]

Nyckelord: ;

Sammanfattning: Reinforcement learning attempts to mimic how humans react to their surrounding environment by giving feedback to software agents based on the actions they take. To test the capabilities of these agents, researches have long regarded board games as a powerful tool. This thesis compares two approaches to reinforcement learning in the board game backgammon, a Q-table and a deep reinforcement network. It was determined which approach surpassed the other in terms of accuracy and convergence rate towards the perceived optimal strategy. The evaluation is performed by training the agents using the self-learning approach. After variable amounts of training sessions, the agents are benchmarked against each other and a third, random agent. The results derived from the study indicate that the convergence rate of the deep learning agent is far superior to that of the Q-table agent. However, the results also indicate that the accuracy of Q-tables is greater than that of deep learning once the former has mapped the environment.

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