An Approach to Partial Observability in Games: Learning to Both Act and Observe
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Abstract (arXiv)
Reinforcement learning (RL) is successful at learning to play games where the entire environment is visible. However, RL approaches are challenged in complex games like Starcraft II and in real-world environments where the entire environment is not visible. In these more complex games with more limited visual information, agents must choose where to look and how to optimally use their limited visual information in order to succeed at the game. We verify that with a relatively simple model the agent can learn where to look in scenarios with a limited visual bandwidth. We develop a method for masking part of the environment in Atari games to force the RL agent to learn both where to look and how to play the game in order to study where the RL agent learns to look. In addition, we develop a neural network architecture and method for allowing the agent to choose where to look and what action to take in the Pong game. Further, we analyze the strategies the agent learns to better understand how the RL agent learns to play the game.
Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 16 of its 18 references that are in the map. First posted on arXiv 11 Aug 2021.
Builds on
16 of 18 references.
References · 16
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- 2021Transformers in Vision: A Surveycited by 1,013
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4 more
- 2017Learning to Look Around: Intelligently Exploring Unseen Environments for Unknown Taskscited by 38
- 2019Free-Lunch Saliency via Attention in Atari Agentscited by 12
- 2016Learning to predict where to look in interactive environments using deep recurrent q-learningcited by 4
- 2021Uncertainty Maximization in Partially Observable Domains: A Cognitive Perspectivecited by 1
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Citing papers per year: 2026: 1.
1 paper.