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Deep reinforcement learning

The 2015 DQN paper is a representative reference point for decision-making from pixel inputs; research began earliermatureInformationMathematics and Methodology

Definition

Reinforcement learning methods that use deep networks to represent values, policies, or models of the environment.

DQN combined convolutional networks with action-value learning to learn control policies from game screens. The 2015 paper is a representative example, not the origin of all deep reinforcement learning.

Deep representations expanded the range of inputs that could be handled, but increased training instability and resource requirements. Experimental performance in games cannot directly establish reliability in real-world robotics or other tasks.

Principles and impact

Problems solved

  • Enabled reinforcement learning to handle high-dimensional perceptual inputs and complex function approximation.

Principles

  • Deep networks approximate values or policies, while rewards from the environment contribute to learning updates.

Improvements

Not recorded

Significance

  • Demonstrated the ability to combine perceptual representations with sequential decision-making.

History and applications

People

Volodymyr Mnih

Organizations

Not recorded

Events

Not recorded

Applications

Decision-making in games、Research on high-dimensional control

Limitations

  • Sample requirements, training stability, and transfer between environments remain constraints.

Upstream and downstream relations

Upstream

Downstream

No direct downstream relations recorded

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