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Crawling in Rogue’s Dungeons with (Partitioned) A3C

Asperti, Andrea; Cortesi, Daniele; Sovrano, Francesco (2019). Crawling in Rogue’s Dungeons with (Partitioned) A3C. In: Nicosia, Giuseppe; Pardalos, Panos M; Giuffrida, Giovanni; Umeton, Renato; Sciacca, Vincenzo. Machine Learning, Optimization, and Data Science. Cham: Springer (Bücher), 264-275.

Abstract

Rogue is a famous dungeon-crawling video-game of the 80ies, the ancestor of its gender. Rogue-like games are known for the necessity to explore partially observable and always different randomly-generated labyrinths, preventing any form of level replay. As such, they serve as a very natural and challenging task for reinforcement learning, requiring the acquisition of complex, non-reactive behaviors involving memory and planning. In this article we show how, exploiting a version of Asynchronous Advantage Actor-Critic (A3C) partitioned on different situations, the agent is able to reach the stairs and descend to the next level in 98% of cases.

Additional indexing

Item Type:Book Section, refereed, original work
Communities & Collections:03 Faculty of Economics > Department of Informatics
Dewey Decimal Classification:000 Computer science, knowledge & systems
Scopus Subject Areas:Physical Sciences > Theoretical Computer Science
Physical Sciences > General Computer Science
Scope:Discipline-based scholarship (basic research)
Language:English
Date:14 February 2019
Deposited On:14 Nov 2024 11:05
Last Modified:31 Mar 2025 03:30
Publisher:Springer (Bücher)
Series Name:Lecture Notes in Computer Science
Number:11331
ISSN:0302-9743
ISBN:978-3-030-13708-3
OA Status:Closed
Publisher DOI:https://doi.org/10.1007/978-3-030-13709-0_22
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