RESUMEN
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.
Asunto(s)
Inteligencia Artificial , Refuerzo en Psicología , Juegos de Video , Algoritmos , Humanos , Modelos Psicológicos , Redes Neurales de la Computación , RecompensaRESUMEN
This paper describes a Markov Random Field for real-valued image modeling that has two sets of latent variables. One set is used to gate the interactions between all pairs of pixels, while the second set determines the mean intensities of each pixel. This is a powerful model with a conditional distribution over the input that is Gaussian, with both mean and covariance determined by the configuration of latent variables, which is unlike previous models that were restricted to using Gaussians with either a fixed mean or a diagonal covariance matrix. Thanks to the increased flexibility, this gated MRF can generate more realistic samples after training on an unconstrained distribution of high-resolution natural images. Furthermore, the latent variables of the model can be inferred efficiently and can be used as very effective descriptors in recognition tasks. Both generation and discrimination drastically improve as layers of binary latent variables are added to the model, yielding a hierarchical model called a Deep Belief Network.