Scaling Tangled Program Graphs to Visual Reinforcement Learning in ViZDoom
暂无分享,去创建一个
[1] Marc Ebner,et al. Evolving Game State Features from Raw Pixels , 2017, EuroGP.
[2] Marc G. Bellemare,et al. The Arcade Learning Environment: An Evaluation Platform for General Agents , 2012, J. Artif. Intell. Res..
[3] Risto Miikkulainen,et al. A Neuroevolution Approach to General Atari Game Playing , 2014, IEEE Transactions on Computational Intelligence and AI in Games.
[4] Peter Lichodzijewski,et al. A Symbiotic Bid-Based Framework for Problem Decomposition using Genetic Programming , 2011 .
[5] Malcolm I. Heywood,et al. Symbiosis, complexification and simplicity under GP , 2010, GECCO '10.
[6] Yuandong Tian,et al. Training Agent for First-Person Shooter Game with Actor-Critic Curriculum Learning , 2016, ICLR.
[7] Elliot Meyerson,et al. Reuse of Neural Modules for General Video Game Playing , 2015, AAAI.
[8] Guillaume Lample,et al. Playing FPS Games with Deep Reinforcement Learning , 2016, AAAI.
[9] Sebastian Risi,et al. DLNE: A hybridization of deep learning and neuroevolution for visual control , 2017, 2017 IEEE Conference on Computational Intelligence and Games (CIG).
[10] Shane Legg,et al. Human-level control through deep reinforcement learning , 2015, Nature.
[11] Julian Togelius,et al. Autoencoder-augmented neuroevolution for visual doom playing , 2017, 2017 IEEE Conference on Computational Intelligence and Games (CIG).
[12] Julian Togelius,et al. The 2009 Simulated Car Racing Championship , 2010, IEEE Transactions on Computational Intelligence and AI in Games.
[13] Malcolm I. Heywood,et al. Multi-task learning in Atari video games with emergent tangled program graphs , 2017, GECCO.
[14] Risto Miikkulainen,et al. Evolving Keepaway Soccer Players through Task Decomposition , 2003, GECCO.
[15] Honglak Lee,et al. Deep Learning for Reward Design to Improve Monte Carlo Tree Search in ATARI Games , 2016, IJCAI.
[16] Elliot Meyerson,et al. On the Cross-Domain Reusability of Neural Modules for General Video Game Playing , 2015, CGW/GIGA@IJCAI.
[17] Wojciech Jaskowski,et al. ViZDoom: A Doom-based AI research platform for visual reinforcement learning , 2016, 2016 IEEE Conference on Computational Intelligence and Games (CIG).
[18] Simon M. Lucas,et al. General Video Game AI: Learning from screen capture , 2017, 2017 IEEE Congress on Evolutionary Computation (CEC).
[19] Malcolm I. Heywood,et al. Emergent Tangled Graph Representations for Atari Game Playing Agents , 2017, EuroGP.
[20] L. Citi,et al. Clyde: A Deep Reinforcement Learning DOOM Playing Agent , 2017, AAAI Workshops.
[21] Malcolm I. Heywood,et al. Knowledge Transfer from Keepaway Soccer to Half-field Offense through Program Symbiosis: Building Simple Programs for a Complex Task , 2015, GECCO.
[22] Razvan Pascanu,et al. Overcoming catastrophic forgetting in neural networks , 2016, Proceedings of the National Academy of Sciences.
[23] Risto Miikkulainen,et al. Evolving Soccer Keepaway Players Through Task Decomposition , 2005, Machine Learning.
[24] Julian Togelius,et al. A Panorama of Artificial and Computational Intelligence in Games , 2015, IEEE Transactions on Computational Intelligence and AI in Games.