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Pathfinding in Random Partially Observable Environments with Vision-Informed Deep Reinforcement Learning

arXiv 2209.04801 ↗First posted 11 Sep 2022cs.LG cs.CVcited by 0

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Abstract (arXiv)

Deep reinforcement learning is a technique for solving problems in a variety of environments, ranging from Atari video games to stock trading. This method leverages deep neural network models to make decisions based on observations of a given environment with the goal of maximizing a reward function that can incorporate cost and rewards for reaching goals. With the aim of pathfinding, reward conditions can include reaching a specified target area along with costs for movement. In this work, multiple Deep Q-Network (DQN) agents are trained to operate in a partially observable environment with the goal of reaching a target zone in minimal travel time. The agent operates based on a visual representation of its surroundings, and thus has a restricted capability to observe the environment. A comparison between DQN, DQN-GRU, and DQN-LSTM is performed to examine each models capabilities with two different types of input. Through this evaluation, it is been shown that with equivalent training and analogous model architectures, a DQN model is able to outperform its recurrent counterparts.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 3 of its 8 references that are in the map. First posted on arXiv 11 Sep 2022.

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References · 3

  1. 2018PRIMAL: Pathfinding via Reinforcement and Imitation Multi-Agent Learningcited by 89
  2. 2017PRM-RL: Long-range Robotic Navigation Tasks by Combining Reinforcement Learning and Sampling-based Planningcited by 64
  3. 2020A Survey of Reinforcement Learning Algorithms for Dynamically Varying Environmentscited by 62

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