Skip to main content

What’s in a Game? The Effect of Game Complexity on Deep Reinforcement Learning

  • Conference paper
  • First Online:
Computer Games (CGW 2018)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1017))

Included in the following conference series:

  • 468 Accesses

Abstract

Deep Reinforcement Learning (DRL) combines deep neural networks with reinforcement learning. These methods, unlike their predecessors, learn end-to-end by extracting high-dimensional representations from raw sensory data to directly predict the actions. DRL methods were shown to master most of the ATARI games, beating humans in a good number of them, using the same algorithm, network architecture and hyper-parameters. However, why DRL works on some games better than others has not been fully investigated. In this paper, we propose that the complexity of each game is defined by a number of factors (the size of the search space, existence/absence of enemies, existence/absence of intermediate reward, and so on) and we posit that how fast and well a game is learned by DRL depends on these factors. Towards this aim, we use simplified Maze and Pacman environments and we conduct experiments to see the effect of such factors on the convergence of DRL. Our results provide a first step in a better understanding of how DRL works and as such will be informative in the future in determining scenarios where DRL can be applied effectively e.g., outside of games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    We expand and use Nathan Sprague’s replication: https://github.com/spragunr/deep_q_rl.

  2. 2.

    We use the Pacman environment prepared for the course UC Berkeley CS188 Introduction to AI, available at http://ai.berkeley.edu/reinforcement.html.

References

  1. Anderson, D., Stephenson, M., Togelius, J., Salge, C., Levine, J., Renz, J.: Deceptive games. In: Sim, K., Kaufmann, P. (eds.) EvoApplications 2018. LNCS, vol. 10784, pp. 376–391. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-77538-8_26

    Chapter  Google Scholar 

  2. Bellemare, M.G., Dabney, W., Munos, R.: A distributional perspective on reinforcement learning. In: Proceedings of the 34th International Conference on Machine Learning-Volume 70, pp. 449–458. JMLR. org. (2017)

    Google Scholar 

  3. Berndt, D.J., Clifford, J.: Using dynamic time warping to find patterns in time series. In: Proceedings of the 3rd International Conference on Knowledge Discovery and Data Mining, AAAIWS 1994, pp. 359–370. AAAI Press (1994)

    Google Scholar 

  4. Elias, G.S., Garfield, R., Gutschera, K.R.: Characteristics of Games. The MIT Press, Cambridge (2012)

    Google Scholar 

  5. Hasselt, H.V., Guez, A., Silver, D.: Deep reinforcement learning with double q-learning. In: Proceedings of the Thirtieth AAAI Conference on Artificial Intelligence, AAAI 2016, pp. 2094–2100. AAAI Press (2016)

    Google Scholar 

  6. Hessel, M., Modayil, J., van Hasselt, H., et al.: Rainbow: combining improvements in deep reinforcement learning. In: Thirty-Second AAAI Conference on Artificial Intelligence (2018)

    Google Scholar 

  7. Levine, S., Finn, C., Darrell, T., et al.: End-to-end training of deep visuomotor policies. J. Mach. Learn. Res. 17(39), 1–40 (2016)

    MathSciNet  MATH  Google Scholar 

  8. Lillicrap, T.P., Hunt, J.J., Pritzel, A., et al.: Continuous control with deep reinforcement learning. ArXiv e-prints, September 2015

    Google Scholar 

  9. Mnih, V., Badia, A.P., Mirza, M., et al.: Asynchronous methods for deep reinforcement learning. In: Proceedings of the 33nd International Conference on Machine Learning, ICML 2016, New York City, NY, USA, 19–24 June 2016, pp. 1928–1937 (2016)

    Google Scholar 

  10. Mnih, V., Kavukcuoglu, K., Silver, D., et al.: Human-level control through deep reinforcement learning. Nature 518(7540), 529–533 (2015)

    Article  Google Scholar 

  11. Nair, A., Srinivasan, P., Blackwell, S., et al.: Massively parallel methods for deep reinforcement learning. ArXiv e-prints, July 2015

    Google Scholar 

  12. Peng, X.B., Berseth, G., van de Panne, M.: Terrain-adaptive locomotion skills using deep reinforcement learning. ACM Trans. Graph. 35(4), 81:1–81:12 (2016). https://doi.org/10.1145/2897824.2925881

    Article  Google Scholar 

  13. Schaul, T., Quan, J., Antonoglou, I., et al.: Prioritized experience replay. ArXiv e-prints, November 2015

    Google Scholar 

  14. Silver, D., Huang, A., Maddison, C.J., et al.: Mastering the game of go with deep neural networks and tree search. Nature 529(7587), 484–489 (2016)

    Article  Google Scholar 

  15. Silver, D., Hubert, T., Schrittwieser, J., et al.: Mastering Chess and Shogi by self-play with a general reinforcement learning algorithm. ArXiv e-prints, December 2017

    Google Scholar 

  16. Silver, D., Schrittwieser, J., Simonyan, K., et al.: Mastering the game of go without human knowledge. Nature 550, 354–359 (2017)

    Article  Google Scholar 

  17. Wang, Z., Schaul, T., Hessel, M., et al.: Dueling network architectures for deep reinforcement learning. In: Proceedings of the 33rd International Conference on International Conference on Machine Learning, ICML 2016, vol. 48, pp. 1995–2003. JMLR.org (2016)

    Google Scholar 

  18. Yannakakis, G.N., Togelius, J.: Artificial Intelligence and Games. Springer, Heidelberg (2018). http://gameaibook.org

    Chapter  Google Scholar 

Download references

Acknowledgements

We would like to express our gratitude to Yapı Kredi Teknoloji A.Ş. for supporting us in participating to IJCAI 2018 events.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Erdem Emekligil .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Emekligil, E., Alpaydın, E. (2019). What’s in a Game? The Effect of Game Complexity on Deep Reinforcement Learning. In: Cazenave, T., Saffidine, A., Sturtevant, N. (eds) Computer Games. CGW 2018. Communications in Computer and Information Science, vol 1017. Springer, Cham. https://doi.org/10.1007/978-3-030-24337-1_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-24337-1_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-24336-4

  • Online ISBN: 978-3-030-24337-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics