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Crawling in Rogue's dungeons with (partitioned) A3C

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arxiv 1804.08685 v3 pith:GOMO7YLT submitted 2018-04-23 cs.LG stat.ML

classification cs.LGstat.ML
keywords differentlevelpartitionedrogueableacquisitionagentalways
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Rogue is a famous dungeon-crawling video-game of the 80ies, the ancestor of its gender. Rogue-like games are known for the necessity to explore partially observable and always different randomly-generated labyrinths, preventing any form of level replay. As such, they serve as a very natural and challenging task for reinforcement learning, requiring the acquisition of complex, non-reactive behaviors involving memory and planning. In this article we show how, exploiting a version of A3C partitioned on different situations, the agent is able to reach the stairs and descend to the next level in 98% of cases.

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  1. Evolutionary reinforcement learning of dynamical large deviations

    cond-mat.stat-mech 2019-09 conditional novelty 6.0 of 10

    An evolutionary algorithm that mutates a reference model's rates or neural-network weights produces tight upper bounds on dynamical large-deviation rate functions, matching exact results on three test models.

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