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Deep Reinforcement Learning in Continuous Action Spaces: a Case Study in the Game of Simulated Curling

ICML 2018 · Reinforcement learning › Visual and representation RL · approach: Scalable RL systems and environments · 31 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add kernel regression continuous action search (KR-UCT style) on top of the policy-value network (ablation)DL-UCT · Two-end curling vs DL-UCTwinning percentage: 53.23% supervised only; 66.05% after self-playHelped
Add self-play reinforcement learning (5M shots) after supervised training (ablation)KR-DL-UCT · Two-end curling vs DL-UCTwinning percentage: from 53.23% to 66.05%Helped
Add long-term multi-end strategy via winning percentage tableKR-DRL · 8-end games vs AyumuGAT'17 and JiritsukunGAT'17winning percentageHelped
Use the proposed KR-DRL-MES framework instead of hand-crafted-feature programscurling program · 8-end games vs JiritsukunGAT'17winning percentage: 55.5% for JiritsukunGAT'17 as the baselineHelped
Supervised-only KR-DL trained from AyumuGAT'16 shotsKR-DL · Elo rating vs GAT programsElo ratingNo clear effect
Use JiritsukunGAT'16 as a strong baseline (not a change)curling program · 8-end gameswinning percentageMixed

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