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Playing Atari with Deep Reinforcement Learning

2013/12/19 by Volodymyr Mnih, Koray Kavukcuoglu, Mnih, Volodymyr +11 · 5 voices · 5,122 citations
Computer Science · Decision Sciences · Engineering · Mathematics · #Advanced Bandit Algorithms Research #Architecture #Artificial Intelligence in Games #Artificial intelligence #Bellman equation #Computer science #Control (management) #Convolutional neural network #Deep learning #Engineering #Function (biology) #Machine learning #Mathematical optimization #Mathematics #Pixel #Q-learning #Reinforcement #Reinforcement Learning in Robotics #Reinforcement learning #Value (mathematics) #cs.LG

paper · pdf · doi:10.48550/arxiv.1312.5602

published in arXiv (Cornell University) (Cornell University) · NIPS Deep Learning Workshop 2013

arxiv created 2013/12/19 · openalex publication_date 2013/12/19 · arxiv updated 2013/12/20 · openalex created_date 2025/10/10 · openalex updated_date 2026/08/05

Abstract

We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learning Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them.

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