Planning with Pixels in (Almost) Real Time

Wilmer Bandres
Wilmer Bandres

AAAI, pp. 6102-6109, 2018.

Cited by: 11|Bibtex|Views8
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Other Links: dblp.uni-trier.de|academic.microsoft.com|arxiv.org

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 ...More

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