dc.contributor.author | Montalvo Rodrigo, Javier | |
dc.contributor.author | García Martín, Álvaro | |
dc.contributor.author | Bescos Cano, Jesús | |
dc.contributor.other | UAM. Departamento de Tecnología Electrónica y de las Comunicaciones | es_ES |
dc.date.accessioned | 2022-09-19T09:08:18Z | |
dc.date.available | 2022-09-19T09:08:18Z | |
dc.date.issued | 2022-09-15 | |
dc.identifier.citation | Multimedia Tools and Applications (2022): 1-19 | en_US |
dc.identifier.issn | 1380-7501 (print) | en_US |
dc.identifier.issn | 1573-7721 (online) | en_US |
dc.identifier.uri | http://hdl.handle.net/10486/704109 | |
dc.description | The version of record of this article, first published in Multimedia Tools and Applications , is available online at Publisher’s website: http://dx.doi.org/10.1007/s11042-022-13695-1 | en_US |
dc.description.abstract | In this work we explore enhancing performance of reinforcement learning algorithms in
video game environments by feeding it better, more relevant data. For this purpose, we use
semantic segmentation to transform the images that would be used as input for the reinforcement learning algorithm from their original domain to a simplified semantic domain
with just silhouettes and class labels instead of textures and colors, and then we train the
reinforcement learning algorithm with these simplified images. We have conducted different experiments to study multiple aspects: feasibility of our proposal, and potential benefits
to model generalization and transfer learning. Experiments have been performed with the
Super Mario Bros video game as the testing environment. Our results show multiple advantages for this method. First, it proves that using semantic segmentation enables reaching
higher performance than the baseline reinforcement learning algorithm without modifying the actual algorithm, and in fewer episodes; second, it shows noticeable performance
improvements when training on multiple levels at the same time; and finally, it allows to
apply transfer learning for models trained on visually different environments. We conclude
that using semantic segmentation can certainly help reinforcement learning algorithms that
work with visual data, by refining it. Our results also suggest that other computer vision
techniques may also be beneficial for data prepossessing. Models and code will be available
on github upon acceptance | en_US |
dc.description.sponsorship | Open Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. This
work is part of the preliminary tasks related to the Harvesting Visual Data (HVD) project (PID2021-
125051OB-I00) funded by the Ministerio de Ciencia e Innovacin of the Spanish Government | en_US |
dc.format.extent | 19 pag. | es_ES |
dc.format.mimetype | application/pdf | en_US |
dc.language.iso | eng | en |
dc.publisher | Springer | en_US |
dc.relation.ispartof | Multimedia Tools and Applications | en_US |
dc.rights | © The Author(s) 2022 | en_US |
dc.subject.other | Semantic segmentation | en_US |
dc.subject.other | Reinforcement learning | en_US |
dc.subject.other | Domain adaptation | en_US |
dc.subject.other | Synthetic data | en_US |
dc.title | Exploiting semantic segmentation to boost reinforcement learning in video game environments | en_US |
dc.type | article | en_US |
dc.subject.eciencia | Electrónica | es_ES |
dc.subject.eciencia | Telecomunicaciones | es_ES |
dc.relation.publisherversion | https://doi.org/10.1007/s11042-022-13695-1 | en_US |
dc.identifier.doi | 10.1007/s11042-022-13695-1 | es_ES |
dc.identifier.publicationfirstpage | 1 | es_ES |
dc.identifier.publicationlastpage | 19 | es_ES |
dc.relation.projectID | Gobierno de España. PID2021-125051OB-I00 | es_ES |
dc.type.version | info:eu-repo/semantics/publishedVersion | en_US |
dc.rights.cc | Reconocimiento | es_ES |
dc.rights.accessRights | openAccess | en_US |
dc.facultadUAM | Escuela Politécnica Superior | es_ES |