Enhancing Two-Player Performance Through Single-Player Knowledge Transfer: An Empirical Study on Atari 2600 Games

Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We propose that a reinforcement learning algorithm can train more efficiently and achieve improved performance in a two-player game if it leverages the knowledge from the single-player version of the same game. This study examines the proposed idea in ten different Atari 2600 environments using the Atari 2600 RAM as the input state. We discuss the advantages of using transfer learning from a single-player training process over training in a two-player setting from scratch, and demonstrate our results in a few measures such as training time and average total reward. We also discuss a method of calculating RAM complexity and its relationship to performance.

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Publication Details

Journal
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Published
2024-11-15
DOI
https://doi.org/10.1609/aiide.v20i1.31871
Primary Topic
Online Learning and Analytics
Type
article
Field-Weighted Citation Impact
0.00

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article

Enhancing Two-Player Performance Through Single-Player Knowledge Transfer: An Empirical Study on Atari 2600 Games

Richard Zhao, Kimiya Saadat
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Online Learning and Analytics
article

Enhancing Two-Player Performance Through Single-Player Knowledge Transfer: An Empirical Study on Atari 2600 Games

Richard Zhao, Kimiya Saadat
article en

Abstract

Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We propose that a reinforcement learning algorithm can train more efficiently and achieve improved performance in a two-player game if it leverages the knowledge from the single-player version of the same game. This study examines the proposed idea in ten different Atari 2600 environments using the Atari 2600 RAM as the input state. We discuss the advantages of using transfer learning from a single-player training process over training in a two-player setting from scratch, and demonstrate our results in a few measures such as training time and average total reward. We also discuss a method of calculating RAM complexity and its relationship to performance.

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital EntertainmentVol. 20(1)
University of Calgary (CA)
Natural Sciences and Engineering Research Council of Canada
Openalex Percentile: Top 78%
Online Learning and Analytics
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Enhancing Two-Player Performance Through Single-Player Knowledge Transfer: An Empirical Study on Atari 2600 Games — Richard Zhao, Kimiya Saadat · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2024) | TGRS Research Map | TGRS