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FDQN: A Flexible Deep Q-Network Framework for Game Automation

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In reinforcement learning, it is often difficult to automate high-dimensional, rapid decision-making in dynamic environments, especially when domains require real-time online interaction and adaptive strategies such as web-based games. This work proposes a state-of-the-art Flexible Deep Q-Network (FDQN) framework that can address this challenge with a selfadaptive approach that is processing high-dimensional sensory data in realtime using a CNN and dynamically adapting the model architecture to varying action spaces of different gaming environments and outperforming previous baseline models in various Atari games and the Chrome Dino game as baselines. Using the epsilon-greedy policy, it effectively balances the new learning and exploitation for improved performance, and it has been designed with a modular structure that it can be easily adapted to other HTML-based games without touching the core part of the framework. It is demonstrated that the FDQN framework can successfully solve a well-defined task in a laboratory condition, but more importantly it also discusses potential applications to more challenging real-world cases and serve as the starting point for future further exploration into automated game play and beyond.

Prabhath Reddy Gujavarthy• 2024

Related benchmarks

TaskDatasetResultRank
Reinforcement LearningMountainCar
Avg Episode Reward-107
14
Reinforcement LearningAtari 2600 Frostbite ALE (test)
Avg Reward1.02e+3
13
Reinforcement LearningAtari Breakout
Mean Return297
11
Reinforcement LearningAtari Space Invaders
Mean Episode Return795
11
Reinforcement Learningcartpole
Average Reward198
9
Reinforcement LearningAtari 2600 assault ALE (test)
Final Score1.48e+3
4
Reinforcement LearningChrome Dino
Average Reward728
4
Reinforcement LearningPong
Average Reward18
4
Reinforcement LearningPacman
Average Reward6.15e+3
4
Reinforcement LearningQbert
Average Reward5.18e+3
4
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