Why Most Decisions Are Easy in Tetris - And Perhaps in Other Sequential Decision Problems, As Well

Why Most Decisions Are Easy in Tetris - And Perhaps in Other Sequential Decision Problems, As Well
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为什么在俄罗斯方块中大多数决策都很容易 - 也许在其他顺序决策问题中也是如此

DOI:
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发表时间:
2016
期刊:
International Conference on Machine Learning
影响因子:
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通讯作者:
Amit Kothiyal
Amit Kothiyal
中科院分区:
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文献类型:
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作者:
Özgür Simsek;Simón Algorta;Amit Kothiyal

文献摘要

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我们研究了俄罗斯方块游戏中遇到的一系列决策问题,发现大多数问题在以下意义上很容易:一个人可以在可用动作中进行很好的选择,而不需要知道在游戏中得分很好的评估函数。这是游戏中流行的三种情况的结果:简单优势、累积优势和非补偿。这些条件可以被用来开发更快、更有效的学习算法。此外,它们还允许将某些类型的领域知识轻松地合并到学习算法中。在我们遇到的顺序决策问题中,俄罗斯方块不太可能是唯一或罕见的具有这些性质的。
We examined the sequence of decision problems that are encountered in the game of Tetris and found that most of the problems are easy in the following sense: One can choose well among the available actions without knowing an evaluation function that scores well in the game. This is a consequence of three conditions that are prevalent in the game: simple dominance, cumulative dominance, and noncompensation. These conditions can be exploited to develop faster and more effective learning algorithms. In addition, they allow certain types of domain knowledge to be incorporated with ease into a learning algorithm. Among the sequential decision problems we encounter, it is unlikely that Tetris is unique or rare in having these properties.