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dc.contributor.advisorJoshua B. Tenenbaum.en_US
dc.contributor.authorFiroiu, Vladen_US
dc.contributor.otherMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2017-05-11T19:59:09Z
dc.date.available2017-05-11T19:59:09Z
dc.date.copyright2017en_US
dc.date.issued2017en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/108984
dc.descriptionThesis: S.M., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.en_US
dc.descriptionCataloged from PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (page 29).en_US
dc.description.abstractThere has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of RL tasks, from Atari games to motor control to board games, are now solvable by fairly generic algorithms, based on deep learning, that learn to play from experience with often minimal knowledge of the specific domain of interest. In this work, we will investigate the performance of these methods on Super Smash Bros. Melee (SSBM), a popular multiplayer fighting game. The SSBM environment has complex dynamics and partial observability, making it challenging for man and machine alike. The multiplayer aspect poses an additional challenge, as the vast majority of recent advances in RL have focused on single-agent environments. Nonetheless, we will show that it is possible to train agents that are competitive against and even surpass human professionals, a new result for the video game setting..en_US
dc.description.statementofresponsibilityby Vlad Firoiu.en_US
dc.format.extent29 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsMIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleBeating the world's best at Super Smash Bros. with deep reinforcement learningen_US
dc.typeThesisen_US
dc.description.degreeS.M.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
dc.identifier.oclc986497700en_US


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