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Hierarchical Reinforcement Learning in Minecraft

ENGLISH ABSTRACT: Humans have the remarkable ability to perform actions at various levels of abstraction. In addition to this, humans are also able to learn new skills by applying relevant knowledge, observing experts and refining t hrough e x p erience. M any c urrent r einforcement learning (RL...

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Bibliographic Details
Main Author: Rossouw, Francois Armand
Other Authors: Engelbrecht, H. A.
Format: Thesis
Language:en_ZA
Published: Stellenbosch : Stellenbosch University 2021
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Summary:ENGLISH ABSTRACT: Humans have the remarkable ability to perform actions at various levels of abstraction. In addition to this, humans are also able to learn new skills by applying relevant knowledge, observing experts and refining t hrough e x p erience. M any c urrent r einforcement learning (RL) algorithms rely on a lengthy trial-and-error training process, making it infeasible to train them in the real world. In this thesis, to address sparse, hierarchical problems we propose the following: (1) an RL algorithm, Branched Rainbow from Demonstrations (BRfD), which combines several improvements to the Deep Q-Networks (DQN) algorithm, and is capable of learning from human demonstrations; (2) a hierarchically structured RL algorithm using BRfD to solve a set of sub-tasks in order to reach a goal. We evaluate both of these algorithms in the 2019 MineRL challenge environments. The MineRL competition challenged participants to find a Diamond i n M inecraft—a 3 D, o p en-world, procedurally generated game. We analyse the efficiency of several improvements implemented in the BRfD algorithm through an extensive ablation study. For this study, the agents are tasked with collecting 64 logs in a Minecraft forest environment. We show that our algorithm outperforms the overall winner of the MineRL challenge in the TreeChop environment. Additionally, we show that nearly all of the improvements impact the performance either in terms of learning speed or rewards received. For the hierarchical algorithm, we segment the demonstrations into the respective sub-tasks. The algorithm then trains a version of BRfD on these demonstrations before learning from its own experiences in the environment. We then evaluate the algorithm by inspecting the proportion of episodes in which certain items were obtained. While our algorithm is able to obtain iron ore, the current state-of-the-art algorithms are capable of obtaining a diamond.