Playing Atari with Deep Reinforcement Learning (Deep Q-Networks)¶
Authors: Volodymyr Mnih, Koray Kavukcuoglu David Silver, Alex Graves, Ioannis Antonoglou, et al. Year: 2013 Venue: arXiv 2013, NIPS 2013 Workshop Citations: 30,000+
Link¶
Summary¶
Introduces Deep Q-Networks (DQN), combining Q-learning with deep neural networks for Atari game playing. Uses experience replay and target network for stable learning. First deep RL algorithm achieving human-level performance on complex tasks.
Key Concepts¶
- Q-Learning: Off-policy temporal difference learning algorithm
- Value Function: Learns state-action value (Q) function
- Experience Replay: Stores transitions and replays for training
- Target Network: Separate network reduces correlation in targets
- Epsilon-Greedy: Balances exploration and exploitation
- Bellman Equation: Iteratively improves value estimates
Impact¶
- 30,000+ citations
- Sparked deep reinforcement learning revolution
- Showed deep learning applicable to control problems
- Inspired DQN variants (Double DQN, Dueling DQN, Rainbow)
- Foundation for many RL algorithms
- Demonstrated AI can learn complex behaviors from pixels
- Influenced modern game-playing AI systems
Key Results¶
- Achieved human-level performance on Atari games
- Single architecture worked across diverse games
- Better generalization than previous RL methods
- Trained end-to-end from raw pixels
Related Papers¶
- Double DQN (van Hasselt et al., 2016)
- Dueling DQN (Wang et al., 2015)
- Rainbow DQN (Hessel et al., 2017)
- AlphaGo (Silver et al., 2016)