Planning with Pixels in (Almost) Real Time
January 10, 2018 Β· Declared Dead Β· π AAAI Conference on Artificial Intelligence
"No code URL or promise found in abstract"
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Authors
Wilmer Bandres, Blai Bonet, Hector Geffner
arXiv ID
1801.03354
Category
cs.AI: Artificial Intelligence
Citations
22
Venue
AAAI Conference on Artificial Intelligence
Last Checked
4 months ago
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 work, we consider the same planning problem but using the screen instead. By using the same visual inputs, the planning results can be compared with those of humans and learning methods. We show that the planning approach, out of the box and without training, results in scores that compare well with those obtained by humans and learning methods, and moreover, by developing an episodic, rollout version of the IW(k) algorithm, we show that such scores can be obtained in almost real time.
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