Being able to reach any desired location in the environment can be a valuable asset for an agent. Learning a policy to navigate between all pairs of states individually is often not feasible. An all-goals updating algorithm uses each transition to learn Q-values towards all goals simultaneously and off-policy. However the expensive numerous updates in parallel limited the approach to small tabular cases so far. To tackle this problem we propose to use convolutional network architectures to generate Q-values and updates for a large number of goals at once. We demonstrate the accuracy and generalization qualities of the proposed method on randomly generated mazes and Sokoban puzzles. In the case of on-screen goal coordinates the resulting mapping from frames to distance-maps directly informs the agent about which places are reachable and in how many steps. As an example of application we show that replacing the random actions in ε-greedy exploration by several actions towards feasible goals generates better exploratory trajectories on Montezuma's Revenge and Super Mario All-Stars games.
Published Date: 2020-06-02
Registration: ISSN 2374-3468 (Online) ISSN 2159-5399 (Print) ISBN 978-1-57735-835-0 (10 issue set)
Copyright: Published by AAAI Press, Palo Alto, California USA Copyright © 2020, Association for the Advancement of Artificial Intelligence All Rights Reserved