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Journal ArticleDOI

Human-level control through deep reinforcement learning

TLDR
This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.
Abstract
The theory of reinforcement learning provides a normative account, deeply rooted in psychological and neuroscientific perspectives on animal behaviour, of how agents may optimize their control of an environment. To use reinforcement learning successfully in situations approaching real-world complexity, however, agents are confronted with a difficult task: they must derive efficient representations of the environment from high-dimensional sensory inputs, and use these to generalize past experience to new situations. Remarkably, humans and other animals seem to solve this problem through a harmonious combination of reinforcement learning and hierarchical sensory processing systems, the former evidenced by a wealth of neural data revealing notable parallels between the phasic signals emitted by dopaminergic neurons and temporal difference reinforcement learning algorithms. While reinforcement learning agents have achieved some successes in a variety of domains, their applicability has previously been limited to domains in which useful features can be handcrafted, or to domains with fully observed, low-dimensional state spaces. Here we use recent advances in training deep neural networks to develop a novel artificial agent, termed a deep Q-network, that can learn successful policies directly from high-dimensional sensory inputs using end-to-end reinforcement learning. We tested this agent on the challenging domain of classic Atari 2600 games. We demonstrate that the deep Q-network agent, receiving only the pixels and the game score as inputs, was able to surpass the performance of all previous algorithms and achieve a level comparable to that of a professional human games tester across a set of 49 games, using the same algorithm, network architecture and hyperparameters. This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.

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Journal ArticleDOI

Deep learning

TL;DR: Deep learning is making major advances in solving problems that have resisted the best attempts of the artificial intelligence community for many years, and will have many more successes in the near future because it requires very little engineering by hand and can easily take advantage of increases in the amount of available computation and data.
Book

Deep Learning

TL;DR: Deep learning as mentioned in this paper is a form of machine learning that enables computers to learn from experience and understand the world in terms of a hierarchy of concepts, and it is used in many applications such as natural language processing, speech recognition, computer vision, online recommendation systems, bioinformatics, and videogames.
Journal ArticleDOI

Mastering the game of Go with deep neural networks and tree search

TL;DR: Using this search algorithm, the program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0.5, the first time that a computer program has defeated a human professional player in the full-sized game of Go.
Proceedings ArticleDOI

TensorFlow: a system for large-scale machine learning

TL;DR: TensorFlow as mentioned in this paper is a machine learning system that operates at large scale and in heterogeneous environments, using dataflow graphs to represent computation, shared state, and the operations that mutate that state.
Posted Content

Proximal Policy Optimization Algorithms

TL;DR: A new family of policy gradient methods for reinforcement learning, which alternate between sampling data through interaction with the environment, and optimizing a "surrogate" objective function using stochastic gradient ascent, are proposed.
References
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Proceedings ArticleDOI

What is the best multi-stage architecture for object recognition?

TL;DR: It is shown that using non-linearities that include rectification and local contrast normalization is the single most important ingredient for good accuracy on object recognition benchmarks and that two stages of feature extraction yield better accuracy than one.
Journal ArticleDOI

Temporal difference learning and TD-Gammon

TL;DR: The domain of complex board games such as Go, chess, checkers, Othello, and backgammon has been widely regarded as an ideal testing ground for exploring a variety of concepts and approaches in artificial intelligence and machine learning.
Journal ArticleDOI

An analysis of temporal-difference learning with function approximation

TL;DR: In this article, the temporal difference learning algorithm is applied to approximating the cost-to-go function of an infinite-horizon discounted Markov chain with a finite or infinite state space.
Proceedings ArticleDOI

Object recognition with features inspired by visual cortex

TL;DR: The performance of the approach constitutes a suggestive plausibility proof for a class of feedforward models of object recognition in cortex and exhibits excellent recognition performance and outperforms several state-of-the-art systems on a variety of image datasets including many different object categories.
Book ChapterDOI

Neural fitted q iteration – first experiences with a data efficient neural reinforcement learning method

TL;DR: NFQ, an algorithm for efficient and effective training of a Q-value function represented by a multi-layer perceptron, is introduced and it is shown empirically, that reasonably few interactions with the plant are needed to generate control policies of high quality.
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