Atari deep Q-network
E39543
deep Q-network
deep reinforcement learning algorithm
model-free reinforcement learning method
off-policy reinforcement learning method
value-based reinforcement learning method
The Atari deep Q-network is a pioneering deep reinforcement learning system that learned to play a wide range of Atari 2600 video games directly from raw pixels at human-level or better performance.
Observed surface forms (3)
| Surface form | Occurrences |
|---|---|
| DQN | 3 |
| Deep Q-Network | 2 |
| Playing Atari with Deep Reinforcement Learning | 1 |
Statements (50)
| Predicate | Object |
|---|---|
| instanceOf |
deep Q-network
ⓘ
deep reinforcement learning algorithm ⓘ model-free reinforcement learning method ⓘ off-policy reinforcement learning method ⓘ value-based reinforcement learning method ⓘ |
| achievedPerformanceLevel | human-level control on many Atari 2600 games ⓘ |
| actionSpace | discrete actions ⓘ |
| basedOnAlgorithm | Q-learning ⓘ |
| coAuthor |
Alex Graves
ⓘ
Daan Wierstra ⓘ David Silver ⓘ Ioannis Antonoglou ⓘ Koray Kavukcuoglu ⓘ Martin Riedmiller ⓘ |
| developedBy | DeepMind ⓘ |
| doesNotUse |
game-specific prior knowledge
ⓘ
hand-crafted features ⓘ |
| domain | Atari 2600 video games ⓘ |
| environmentFramework | Arcade Learning Environment ⓘ |
| evaluationMetric | average score over episodes ⓘ |
| evaluationSetting |
same network architecture across games
ⓘ
single set of hyperparameters across games ⓘ |
| firstAuthor | Volodymyr Mnih ⓘ |
| inputFrameSize | 84x84 grayscale images ⓘ |
| inputFrameStack | 4 consecutive frames ⓘ |
| inputSource | Atari 2600 games ⓘ |
| inputType | raw pixel images ⓘ |
| inspiredAlgorithm |
Double DQN
ⓘ
Dueling DQN ⓘ Prioritized Experience Replay DQN ⓘ
surface form:
Prioritized Experience Replay
Rainbow DQN ⓘ |
| introducedInPaper |
Atari deep Q-network
self-linksurface differs
ⓘ
surface form:
Playing Atari with Deep Reinforcement Learning
|
| introducedInYear | 2013 ⓘ |
| journalPublicationYear | 2015 ⓘ |
| learningParadigm | trial-and-error learning ⓘ |
| notableContribution |
demonstrated deep learning can learn control policies directly from high-dimensional sensory input
ⓘ
introduced target networks for stabilizing deep Q-learning ⓘ popularized experience replay in deep reinforcement learning ⓘ |
| observationType | screen images only ⓘ |
| outputType |
Q-values for discrete actions
ⓘ
action-value function ⓘ |
| publishedInJournal | Nature ⓘ |
| rewardSignal | game score changes ⓘ |
| trainingSignal | game score reward ⓘ |
| usesExplorationStrategy | epsilon-greedy policy ⓘ |
| usesFunctionApproximator | convolutional neural network ⓘ |
| usesLossFunction | temporal-difference error ⓘ |
| usesOptimizationMethod | stochastic gradient descent ⓘ |
| usesStabilizationTechnique |
experience replay
ⓘ
target network ⓘ |
Referenced by (7)
Full triples — surface form annotated when it differs from this entity's canonical label.
this entity surface form:
DQN
this entity surface form:
Deep Q-Network
this entity surface form:
DQN
this entity surface form:
Playing Atari with Deep Reinforcement Learning
this entity surface form:
DQN