Research map / Reinforcement learning / Visual and representation RL
Deep Reinforcement Learning in Continuous Action Spaces: a Case Study in the Game of Simulated Curling
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add kernel regression continuous action search (KR-UCT style) on top of the policy-value network (ablation) | DL-UCT · Two-end curling vs DL-UCT | winning percentage: 53.23% supervised only; 66.05% after self-play | Helped |
| Add self-play reinforcement learning (5M shots) after supervised training (ablation) | KR-DL-UCT · Two-end curling vs DL-UCT | winning percentage: from 53.23% to 66.05% | Helped |
| Add long-term multi-end strategy via winning percentage table | KR-DRL · 8-end games vs AyumuGAT'17 and JiritsukunGAT'17 | winning percentage | Helped |
| Use the proposed KR-DRL-MES framework instead of hand-crafted-feature programs | curling program · 8-end games vs JiritsukunGAT'17 | winning percentage: 55.5% for JiritsukunGAT'17 as the baseline | Helped |
| Supervised-only KR-DL trained from AyumuGAT'16 shots | KR-DL · Elo rating vs GAT programs | Elo rating | No clear effect |
| Use JiritsukunGAT'16 as a strong baseline (not a change) | curling program · 8-end games | winning percentage | Mixed |
Closest papers by meaning
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- In-Context Reinforcement Learning for Variable Action Spaces (ICML 2024 · similarity 0.85)
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