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  • 學位論文

適用於小精靈的深度強化式學習之研究

A Study of Deep Reinforcement Learning for Ms. Pac-Man

指導教授 : 吳毅成

摘要


深度類神經網路(Deep Neural Network)是2006年開始發展的一種機器學習技術。近年來,深度類神經網路被廣泛利用在資訊工程領域的各種應用上,並獲得出色的成績。 本論文將深度類神經網路應用在遊玩Ms. Pac-Man的遊戲上。深度加強學習(Deep Reinforcement Learning)是一種結合深度類神經網路與Q學習方法(Q-learning)的技術,也是加強學習的一個變體。此研究將Ms. Pac-Man遊戲中抽象化後的資訊當成類神經網路的輸入,使用其網路的人工智慧程式,可以在超過90%的嘗試中通過前兩個關卡。在最短通關時間與最佳通關分數兩項數據上,深度加強學習方法與之前的蒙地卡羅搜尋樹(Monte-Carlo Tree Search)方法相比,有顯著的進步。

並列摘要


Deep Neural Network (DNN), a branch of machine learning was introduced in 2006, have had remarkable success in of computer science. DNN can be applied to solving a wide range of problems. Deep Reinforcement Learning (DRL) is a combination of DNN and Q-learning, a form of Reinforcement Learning technique. This thesis applies DRL to create a program playing Ms. Pac-Man game. This study uses the abstracted information of Ms. Pac-Man game as the input of the network. Our program can pass the first level at a rate of 99.10%, the second at 91.20%, and the third at 82.60%. The performance of DRL method is significantly better than Monte Carlo Tree Search (MCTS) in terms of both time and score.

參考文獻


[4] Volodymyr Mnih, Koray Kavukcuoglu, David Silver, “Playing Atari with Deep Reinforcement Learning”, arXiv:1312.5602v1 [cs.LG], Dec. 2013.
[1] Piers R. Williams, Diego Perez-Liebana, and Simon M. Lucas, “Ms. Pac-Man Versus Ghost Team CIG 2016 Competition”, IEEE Transactions on Computational Intelligence and AI in Games, pages: 420-427, Sept. 2016.
[2] T. Pepels, M. H. M. Winands, and M. Lanctot, "Real-time Monte Carlo Tree search in Ms Pac-Man", IEEE Transactions on Computational Intelligence and AI in Games, vol. 6, no. 3, pp. 245–257, Sep. 2014.
[3] V. Mnih, K. Kavukcuoglu, and D. Silver, "Human-level control through deep reinforcement learning", Nature, vol. 518, no. 7540, pp. 529–533, Feb. 2015.
[7] Simon M. Lucas, "Ms Pac-Man versus ghost-team competition", Computational Intelligence and Games, Pages: 1 - 1 ,Sept. 2009.

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