Abstract
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.
Original language | English |
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Title of host publication | Proceedings of The 33rd International Conference on Machine Learning |
Publisher | PMLR |
Pages | 1757-1765 |
Number of pages | 9 |
Volume | 48 |
Publication status | Published - 30 Jun 2016 |
Publication series
Name | Proceedings of Machine Learning Research |
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ISSN (Print) | 2640-3498 |
Keywords
- sequential decision making; reinforcement learning; statistical structure of decision environments
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Özgür Şimşek
- Department of Computer Science - Deputy Head of Department
- UKRI CDT in Accountable, Responsible and Transparent AI
- Centre for Mathematics and Algorithms for Data (MAD)
- Artificial Intelligence and Machine Learning - Head of Group
- EPSRC Centre for Doctoral Training in Statistical Applied Mathematics (SAMBa)
- Bath Institute for the Augmented Human
Person: Research & Teaching, Core staff