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:
影响因子:
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通讯作者:
Amit Kothiyal
中科院分区:
文献类型:
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作者:
Özgür Simsek;Simón Algorta;Amit Kothiyal
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.