Does DQN really learn? Exploring adversarial training schemes in Pong
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Abstract (arXiv)
In this work, we study two self-play training schemes, Chainer and Pool, and show they lead to improved agent performance in Atari Pong compared to a standard DQN agent -- trained against the built-in Atari opponent. To measure agent performance, we define a robustness metric that captures how difficult it is to learn a strategy that beats the agent's learned policy. Through playing past versions of themselves, Chainer and Pool are able to target weaknesses in their policies and improve their resistance to attack. Agents trained using these methods score well on our robustness metric and can easily defeat the standard DQN agent. We conclude by using linear probing to illuminate what internal structures the different agents develop to play the game. We show that training agents with Chainer or Pool leads to richer network activations with greater predictive power to estimate critical game-state features compared to the standard DQN agent.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 5 of its 5 references that are in the map. First posted on arXiv 20 Mar 2022.
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5 of 5 references.
References · 5
- 2013Playing Atari with Deep Reinforcement Learningcited by 3,274
- 2019BERT Rediscovers the Classical NLP Pipelinecited by 1,059
- 2018Assessing Generalization in Deep Reinforcement Learningcited by 133
- 2017Schema Networks: Zero-shot Transfer with a Generative Causal Model of Intuitive Physicscited by 58
- 2018Measuring and Characterizing Generalization in Deep Reinforcement Learningcited by 20
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