Schilperoort, Jits and Mak, Ivar (2018) Learning to Play Pac-Xon Using Different Kinds of Q-Learning. Bachelor's Thesis, Artificial Intelligence.
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Abstract
When reinforcement learning (RL) is applied in games, it is usually implemented with Q-learning. However, it has been shown that Q-learning has its flaws. A simple addition to Q-learning exists in the form of double Q-learning, which has shown promising results. In this study, it is investigated whether the advantage double Q-learning has shown in other studies also holds when combined with a multilayer perceptron (MLP) that uses a feature representation of the game state (higher order inputs). Furthermore we have set up an alternative reward function which is compared to a conventional reward function, to see whether presenting higher rewards towards the end of a level increases the performance of the algorithms. For the experiments, a game called Pac-Xon is used. Pac-Xon is an arcade video game in which the player tries to fill a level space by conquering blocks while being threatened by enemies. We found that both variants of the Q-learning algorithms can be used to successfully learn to play Pac-Xon. Furthermore double Q-learning obtains higher performances than Q-learning and the progressive reward function does not yield significantly better results than the regular reward function.
Item Type: | Thesis (Bachelor's Thesis) |
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Supervisor name: | Wiering, M.A. |
Degree programme: | Artificial Intelligence |
Thesis type: | Bachelor's Thesis |
Language: | English |
Date Deposited: | 13 Jun 2018 |
Last Modified: | 20 Jun 2018 13:08 |
URI: | https://fse.studenttheses.ub.rug.nl/id/eprint/17361 |
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