# Learning to Perceive in Deep Model-Free Reinforcement Learning

arXiv: https://arxiv.org/abs/2301.03730 · HTML: https://mlsanity.com/paper/2301.03730/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 9 of its 24 references that are in the map.
- First posted on arXiv 10 Jan 2023.

## Builds on (most cited first, 9 of 9)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [OpenAI Gym](https://mlsanity.com/paper/1606.01540/) (2016)
- [Recurrent Models of Visual Attention](https://mlsanity.com/paper/1406.6247/) (2014)
- [Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents](https://mlsanity.com/paper/1709.06009/) (2017)
- [Neuroevolution of Self-Interpretable Agents](https://mlsanity.com/paper/2003.08165/) (2020)
- [Processing Megapixel Images with Deep Attention-Sampling Models](https://mlsanity.com/paper/1905.03711/) (2019)
- [Survey on the attention based RNN model and its applications in computer vision](https://mlsanity.com/paper/1601.06823/) (2016)
- [Active Perception with Neural Networks](https://mlsanity.com/paper/2109.02744/) (2021)

## Abstract (arXiv)

This work proposes a novel model-free Reinforcement Learning (RL) agent that is able to learn how to complete an unknown task having access to only a part of the input observation. We take inspiration from the concepts of visual attention and active perception that are characteristic of humans and tried to apply them to our agent, creating a hard attention mechanism. In this mechanism, the model decides first which region of the input image it should look at, and only after that it has access to the pixels of that region. Current RL agents do not follow this principle and we have not seen these mechanisms applied to the same purpose as this work. In our architecture, we adapt an existing model called recurrent attention model (RAM) and combine it with the proximal policy optimization (PPO) algorithm. We investigate whether a model with these characteristics is capable of achieving similar performance to state-of-the-art model-free RL agents that access the full input observation. This analysis is made in two Atari games, Pong and SpaceInvaders, which have a discrete action space, and in CarRacing, which has a continuous action space. Besides assessing its performance, we also analyze the movement of the attention of our model and compare it with what would be an example of the human behavior. Even with such visual limitation, we show that our model matches the performance of PPO+LSTM in two of the three games tested.
