BriefGPT.xyz
Jan, 2018
用像素进行(几乎)实时规划
Planning with Pixels in (Almost) Real Time
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Wilmer Bandres, Blai Bonet, Hector Geffner
TL;DR
通过使用基于屏幕的计划方法,我们研究了 Atari 2600 视频游戏的规划问题,结果表明,该方法能够快速比较人类和机器学习方法的规划结果,并通过 IW(k) 算法的每一回,实现了几乎实时的在线规划。
Abstract
Recently,
width-based planning methods
have been shown to yield state-of-the-art results in the
atari 2600 video games
. For this, the states were associated with the (RAM) memory states of the simulator. In this
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