# Deep Reinforcement Learning Using a Low-Dimensional Observation Filter for Visual Complex Video Game Playing

arXiv: https://arxiv.org/abs/2204.11370 · HTML: https://mlsanity.com/paper/2204.11370/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 13 of its 24 references that are in the map.
- First posted on arXiv 24 Apr 2022.

## Builds on (most cited first, 13 of 13)

- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Recurrent World Models Facilitate Policy Evolution](https://mlsanity.com/paper/1809.01999/) (2018)
- [Deep Learning in Neural Networks: An Overview](https://mlsanity.com/paper/1404.7828/) (2014)
- [Model-Based Reinforcement Learning for Atari](https://mlsanity.com/paper/1903.00374/) (2019)
- [A Brief Survey of Deep Reinforcement Learning](https://mlsanity.com/paper/1708.05866/) (2017)
- [Reinforcement Learning with Augmented Data](https://mlsanity.com/paper/2004.14990/) (2020)
- [StarCraft II: A New Challenge for Reinforcement Learning](https://mlsanity.com/paper/1708.04782/) (2017)
- [A Deep Hierarchical Approach to Lifelong Learning in Minecraft](https://mlsanity.com/paper/1604.07255/) (2016)
- [A Survey of Deep Reinforcement Learning in Video Games](https://mlsanity.com/paper/1912.10944/) (2019)
- [Deep Reinforcement Learning for General Video Game AI](https://mlsanity.com/paper/1806.02448/) (2018)

## Built on by (most cited first, 1 of 1)

- [CURLing the Dream: Contrastive Representations for World Modeling in Reinforcement Learning](https://mlsanity.com/paper/2408.05781/) (2024)

## Abstract (arXiv)

Deep Reinforcement Learning (DRL) has produced great achievements since it was proposed, including the possibility of processing raw vision input data. However, training an agent to perform tasks based on image feedback remains a challenge. It requires the processing of large amounts of data from high-dimensional observation spaces, frame by frame, and the agent's actions are computed according to deep neural network policies, end-to-end. Image pre-processing is an effective way of reducing these high dimensional spaces, eliminating unnecessary information present in the scene, supporting the extraction of features and their representations in the agent's neural network. Modern video-games are examples of this type of challenge for DRL algorithms because of their visual complexity. In this paper, we propose a low-dimensional observation filter that allows a deep Q-network agent to successfully play in a visually complex and modern video-game, called Neon Drive.
