Abstract
In this paper we propose a novel Deep Reinforcement Learning (DRL) algorithm that uses the concept of “action-dependent state features”, and exploits it to approximate the Q-values locally, employing a deep neural network with parallel Long Short Term Memory (LSTM) components, each one responsible for computing an action-related Q-value. As such, all computations occur simultaneously, and there is no need to employ “target” networks and experience replay, which are techniques regularly used in the DRL literature. Moreover, our algorithm does not require previous training experiences, but trains itself online during game play. We tested our approach in the Settlers Of Catan multi-player strategic board game. Our results confirm the effectiveness of our approach, since it outperforms several competitors, including the state-of-the-art jSettler heuristic algorithm devised for this particular domain.
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Notes
- 1.
We remark that no factored state representation was assumed in [25]; rather, each state was linked to a single action-dependent feature (with its set of values).
- 2.
More accurately, in our implementation in a pseudo-parallel manner: all LSTMs are executed independently and the final action is selected given their outputs.
- 3.
- 4.
In general, our action and game set up follows [4].
- 5.
Compare this number to the 500, 000 learning experiences required by the DRL agent in [4].
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Xenou, K., Chalkiadakis, G., Afantenos, S. (2019). Deep Reinforcement Learning in Strategic Board Game Environments. In: Slavkovik, M. (eds) Multi-Agent Systems. EUMAS 2018. Lecture Notes in Computer Science(), vol 11450. Springer, Cham. https://doi.org/10.1007/978-3-030-14174-5_16
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