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In this paper, we introduce a new set of reinforcement learning (RL) tasks in Minecraft (a flexible 3D world). We then use these tasks to systematically compare and contrast existing deep reinforcement learning (DRL) architectures with our new memory-based DRL architectures. These tasks are designed to emphasize, in a controllable manner, issues that pose challenges for RL methods including partial observability (due to first-person visual observations), delayed rewards, high-dimensional visual observations, and the need to use active perception in a correct manner so as to perform well in the tasks. While these tasks are conceptually simple to describe, by virtue of having all of these challenges simultaneously they are difficult for current DRL architectures. Additionally, we evaluate the generalization performance of the architectures on environments not used during training. The experimental results show that our new architectures generalize to unseen environments better than existing DRL architectures.
We introduce a unified objective for action and perception of intelligent agents. Extending representation learning and control, we minimize the joint divergence between the combined system of agent and environment and a target distribution. Intuitiv
Active inference is an ambitious theory that treats perception, inference and action selection of autonomous agents under the heading of a single principle. It suggests biologically plausible explanations for many cognitive phenomena, including consc
This is a contribution to the formalization of the concept of agents in multivariate Markov chains. Agents are commonly defined as entities that act, perceive, and are goal-directed. In a multivariate Markov chain (e.g. a cellular automaton) the tran
The ability to perceive and reason about social interactions in the context of physical environments is core to human social intelligence and human-machine cooperation. However, no prior dataset or benchmark has systematically evaluated physically gr
Pre-training Reinforcement Learning agents in a task-agnostic manner has shown promising results. However, previous works still struggle in learning and discovering meaningful skills in high-dimensional state-spaces, such as pixel-spaces. We approach