Research map / Reinforcement learning / Visual and representation RL
Graying the black box: Understanding DQNs
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Eject trajectories predicted likely to be low-reward using the SAMDP model | DQN on Breakout · Breakout | average trajectory reward: 36% | Helped |
| Eject trajectories predicted likely to be low-reward using the SAMDP model | DQN on Seaquest · Seaquest | average trajectory reward: 20% | Helped |
| Eject trajectories predicted likely to be low-reward using the SAMDP model | DQN on Pacman · Pacman | average trajectory reward: 4.7% | Helped |
| Select SAMDP by intersecting top-ranked models over four criteria instead of using random clusters (ablation) | SAMDP model selection · Atari games | all four evaluation criteria: none of 10000 random models scored better | Helped |
| Greedy SAMDP policy compared against top vs bottom rewarded trajectories | SAMDP · Atari games | correlation with transition matrices | Helped |
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