Playing Atari with Deep Reinforcement Learning
About
We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learning Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them.
Volodymyr Mnih, Koray Kavukcuoglu, David Silver, Alex Graves, Ioannis Antonoglou, Daan Wierstra, Martin Riedmiller• 2013
Related benchmarks
| Task | Dataset | Result | Rank | |
|---|---|---|---|---|
| Single Asset Trading | TSLA (test) | CR %-1.296 | 24 | |
| Game Playing | Atari 2600 (Arcade Learning Environment) v1 (test) | Alien Score6.88e+3 | 13 | |
| RMAB policy optimization | Food Rescue Phone Calls N=20, K=10 (real-world) | Normalized Reward120.9 | 10 | |
| Single Asset Trading | TSLA High Volatility Condition 2022-04-01 to 2022-10-15 v1.0 (test) | Calmar Ratio (CR)-0.0845 | 9 | |
| Single Asset Trading | AMZN (test) | CR0.1117 | 9 | |
| Traffic Flow Optimization | Melbourne Parking Probability 0.1 Real-world data | Avg Time Loss (s)105.4 | 9 | |
| Traffic Flow Optimization | Melbourne Parking Probability 0.2 Real-world data | Avg Time Loss (s)121 | 9 | |
| Traffic Flow Optimization | Melbourne Parking Probability 0.3 Real-world data | Avg Time Loss (s)138.4 | 9 | |
| Traffic Flow Optimization | Melbourne Parking Probability 0.4 Real-world data | Avg Time Loss (s)155.7 | 9 | |
| Continuous Control | Acrobot Nonmarkov v1 (test) | AUC@T-96.7 | 9 |
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