Learning Options From Demonstrations: A Pac-Man Case Study
Year: 2017
Type: article
Abstract: Reinforcement learning (RL) is a machine learning paradigm behind many successes in games, robotics, and control applications. RL agents improve through trial-and-error, therefore undergoing a learning phase during which they perform suboptimally. Research effort has been put into optimizing behavior during this period, to reduce its duration and to maximize after-learning performance. We introduce a novel algorithm that extracts useful information from expert demonstrations (traces of interactions with the target environment) and uses it to improve performance. The algorithm detects unexpected decisions made by the expert and infers what goal the expert was pursuing. Goals are then used to bias decisions while learning. Our experiments in the video game Pac-Man provide statistically significant evidence that our method can improve final performance compared to a state-of-the-art approach.
Source: IEEE Transactions on Games
Institution: RMIT University
Language: English
Subfield: Artificial Intelligence
Field: Computer Science
Domain: Physical Sciences
Open Access status: green
Funder: RMIT University
OpenAlex ID: W2580475959
