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Q-learning adaptations in the game Othello

Brandenburg, Jeroen van and Krol, Daan (2020) Q-learning adaptations in the game Othello. Bachelor's Thesis, Artificial Intelligence.

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Abstract

Reinforcement learning algorithms are widely used algorithms concerning action selection to maximize the reward for a specific situation. Q-learning is such an algorithm. It estimates the quality of performing an action in a certain state. These estimations are continuously updated with each experience. In this paper we compare different adaptations to the Q-learning algorithm to learn an agent play the board game Othello. We discuss the use of a second estimator in Double Q-learning, the addition of a V-value function in QV- and QV2-learning, and we consider the on-policy variant of Q-learning called SARSA. A multilayer perceptron is used as a function approximator and is compared to the use of a convolutional neural network. Results indicate that SARSA, QV- and QV2-learning perform better than Q-learning. The addition of a second estimator in Double Q-learning does not seem to improve the performance of Q-learning. SARSA and QV2-learning converge slower and they struggle to escape local minima, while QV-learning converges faster. Results show that the multilayer perceptron outperforms the convolutional neural network.

Item Type: Thesis (Bachelor's Thesis)
Supervisor name: Wiering, M.A.
Degree programme: Artificial Intelligence
Thesis type: Bachelor's Thesis
Language: English
Date Deposited: 10 Aug 2020 07:09
Last Modified: 10 Aug 2020 07:09
URI: https://fse.studenttheses.ub.rug.nl/id/eprint/23027

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