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

Fuente: arXiv
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Autore principale: Gujavarthy, Prabhath Reddy
Natura: Preprint
Pubblicazione: 2024
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author Gujavarthy, Prabhath Reddy
author_facet Gujavarthy, Prabhath Reddy
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2405_18761
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle FDQN: A Flexible Deep Q-Network Framework for Game Automation
Gujavarthy, Prabhath Reddy
Machine Learning
68T05, 93E35
I.2.8; I.2.6; I.5.1
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.
title FDQN: A Flexible Deep Q-Network Framework for Game Automation
topic Machine Learning
68T05, 93E35
I.2.8; I.2.6; I.5.1
url https://arxiv.org/abs/2405.18761