Research map / Multi-agent systems and games / Human-AI and goal-conditioned
Finding and Visualizing Weaknesses of Deep Reinforcement Learning Agents
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| replace a VAE reconstruction model with the full generator, including agent-perception and attentive reconstruction losses (ablation) | DQN inputs reconstructed by the generator · Pong | average score: -8 -> 14 | Helped |
| replace a VAE reconstruction model with the full generator, including agent-perception and attentive reconstruction losses (ablation) | DQN inputs reconstructed by the generator · Atlantis | average score: 95 -> 109 | Helped |
| replace a VAE reconstruction model with the full generator, including agent-perception and attentive reconstruction losses (ablation) | DQN inputs reconstructed by the generator · Q*bert | average score: 26 -> 31 | Helped |
| add agent-perception and KL losses to the reconstruction-only model (ablation) | DQN inputs reconstructed by the generator · Pong | average score: 4 -> 14 | Helped |
| add agent-perception and KL losses to the reconstruction-only model (ablation) | DQN inputs reconstructed by the generator · Atlantis | average score: 98 -> 109 | Helped |
| add agent-perception and KL losses to the reconstruction-only model (ablation) | DQN inputs reconstructed by the generator · Q*bert | average score: 28 -> 31 | Helped |
| replace real frames with full-generator reconstructions | DQN · Pong | average score: 14 -> 14 | No clear effect |
| replace real frames with full-generator reconstructions | DQN · Atlantis | average score: 108 -> 109 | Helped |
| replace real frames with full-generator reconstructions | DQN · Q*bert | average score: 64 -> 31 | Hurt |
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