Sketch-Based Linear Value Function Approximation
By Marc G. Bellemare, Joel Veness, Michael H. Bowling. 2012
25 citations recorded by the source corpus.
Subfields: Reinforcement Learning
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Reinforcement Learning
- Sergey Levine
- Pieter Abbeel
- Matthew J. Hausknecht
- Michael H. Bowling
- Marc G. Bellemare
- J. Urgen Schmidhuber
- Yuxi Li
- Peter Stone
Citations in the corpus
- Playing Atari with Deep Reinforcement Learning (2013, neutral): “Subsequently, results were improved by using a larger number of features, and using tug-of-war hashing to randomly project the features into a lower-dimensional space [2].”
- A Neuroevolution Approach to General Atari Game Playing (2014, methodology): “ALE has been subsequently used as a domain for reinforcement learning and search agents [2], [3] and to investigate aspects of prediction and self-detection [4].”
- Deep Learning for Reward Design to Improve Monte Carlo Tree Search in ATARI Games (2016, background): “There are a number of approaches to building ATARI game players, including some that do not use DL (e.g., Bellemare et al. 2012a, 2012b, 2013a, Lipovetzky et al. 2015).”
- State of the Art Control of Atari Games Using Shallow Reinforcement Learning (2015, methodology): “These feature sets were, for some time, the standard representations for Atari 2600 games, being directly used in other work [7, 16, 17] or serving as the base for more elaborate feature sets [4].”
- Deep Learning for Real-Time Atari Game Play Using Offline Monte-Carlo Tree Search Planning (2014, background): “Specifically, low-level features are learned to encode low-level statistical dependencies (e.g., “edges” in images), and higher-level features encode higher-order dependencies of the lower-level features (e.g., “object parts”) [14].”