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Discrete and Continuous Action Representation for Practical RL in Video Games

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arxiv 1912.11077 v1 pith:EVMTCGJX submitted 2019-12-23 cs.LG cs.AIstat.ML

Discrete and Continuous Action Representation for Practical RL in Video Games

classification cs.LG cs.AIstat.ML
keywords actionsconstraintscontinuousdiscreteflowsgameshybridnormalizing
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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While most current research in Reinforcement Learning (RL) focuses on improving the performance of the algorithms in controlled environments, the use of RL under constraints like those met in the video game industry is rarely studied. Operating under such constraints, we propose Hybrid SAC, an extension of the Soft Actor-Critic algorithm able to handle discrete, continuous and parameterized actions in a principled way. We show that Hybrid SAC can successfully solve a highspeed driving task in one of our games, and is competitive with the state-of-the-art on parameterized actions benchmark tasks. We also explore the impact of using normalizing flows to enrich the expressiveness of the policy at minimal computational cost, and identify a potential undesired effect of SAC when used with normalizing flows, that may be addressed by optimizing a different objective.

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Cited by 5 Pith papers

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  2. Emotion Entanglement and Bayesian Inference for Multi-Dimensional Emotion Understanding

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