Towards Better Interpretability in Deep Q-Networks

Authors: Raghuram Mandyam Annasamy, Katia Sycara4561-4569

AAAI 2019 | Conference PDF | Archive PDF | Plain Text | LLM Run Details

Reproducibility Variable Result LLM Response
Research Type Experimental We report the performance of our model on eight Atari environments (Brockman et al. 2016)Alien, Freeway, Frostbite, Gravitar, Ms Pacman, Qbert, Space Invaders, and Venture, in Table 1.
Researcher Affiliation Academia Raghuram Mandyam Annasamy Carnegie Mellon University rannasam@cs.cmu.edu Katia Sycara Carnegie Mellon University katia@cs.cmu.edu
Pseudocode No The paper describes its proposed method using equations and architecture diagrams, but it does not include a distinct pseudocode or algorithm block.
Open Source Code Yes Code available at https://github.com/maraghuram/I-DQN
Open Datasets Yes We report the performance of our model on eight Atari environments (Brockman et al. 2016)Alien, Freeway, Frostbite, Gravitar, Ms Pacman, Qbert, Space Invaders, and Venture, in Table 1.
Dataset Splits No The paper discusses training for a specific number of frames and evaluating performance but does not specify dataset splits (e.g., percentages or counts for training, validation, and testing sets) in the manner typically found in supervised learning, as is common for reinforcement learning environments.
Hardware Specification No The paper does not provide specific details regarding the hardware (e.g., CPU, GPU models, memory) used for running the experiments.
Software Dependencies No The paper does not provide specific version numbers for software dependencies or libraries used in the experiments.
Experiment Setup Yes In general, we found the values λ1 = 1.0, λ2 = 1.0, λ3 = 0.05, λ4 = 0.01 to work well across games (detailed list of hyperparameters and their values is reported in the supplementary material).