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Control of Memory, Active Perception, and Action in Minecraft

ICML 2016 · Reinforcement learning › Visual and representation RL · approach: Learned state and action representations · 164 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
add context-dependent memory retrieval with feedback (FRMQN vs DQN)FRMQN · I-Maze size 40success rate (%): 46.6 -> 89.0Helped
FRMQN vs DRQN on large I-MazesFRMQN · I-Maze size 20success rate (%): 63.6 -> 98.8Helped
add feedback connection from retrieved memory (RMQN -> FRMQN) (ablation)FRMQN · Pattern matching unseensuccess probability (%): 62.3 -> 91.8Helped
add recurrence to MQN (MQN -> RMQN) (ablation)RMQN · Seq+I unseen-lsuccess rate (%): 34.4 -> 49.5Helped
feedback connection in random mazes (RMQN vs FRMQN) (ablation)FRMQN · Seq+I unseen random mazeaverage reward: -0.32 -> -0.28No clear effect
MQN on unseen patternsMQN · Pattern matchingsuccess probability (%): 99.0 -> 69.3Hurt
DRQN on pattern matchingDRQN · Pattern matching trainsuccess probability (%): 49.7Hurt
increase corridor length beyond training for DQNDQN · I-Mazesuccess rate (%): 99.0 -> 46.6Hurt
unseen larger maps vs training mapsFRMQN · Seq+I random mazeaverage reward: 0.48 -> -0.54Hurt
increase distance between indicator and goalRMQN and FRMQN vs others · Single Goal with IndicatorprecisionHelped
DQN on indicator tasksDQN · Single+I unseen-lfailure rate (%): 31.6Hurt

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