Artificial Intelligence


Reinforcement Learning with Swingy Monkey

Authors: Luis Perez, Aidi Zhang, Kevin Eskici

This paper explores model-free, model-based, and mixture models for reinforcement learning under the setting of a SwingyMonkey game \footnote{The code is hosted on a public repository \href{}{here} under the prac4 directory.}. SwingyMonkey is a simple game with well-defined goals and mechanisms, with a relatively small state-space. Using Bayesian Optimization \footnote{The optimization took place using the open-source software made available by HIPS \href{}{here}.} on a simple Q-Learning algorithm, we were able to obtain high scores within just a few training epochs. However, the system failed to scale well after continued training, and optimization over hundreds of iterations proved too time-consuming to be effective. After manually exploring multiple approaches, the best results were achieved using a mixture of $\epsilon$-greedy Q-Learning with a stable learning rate,$\alpha$, and $\delta \approx 1$ discount factor. Despite the theoretical limitations of this approach, the settings, resulted in maximum scores of over 5000 points with an average score of $\bar{x} \approx 684$ (averaged over the final 100 testing epochs, median of $\bar{m} = 357.5$). The results show an continuing linear log-relation capping only after 20,000 training epochs.

Comments: 7 Pages.

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Submission history

[v1] 2017-12-16 00:36:46

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