DQN-based linear model.
<p>(A) Behavioral data were collected while subjects played the arcade games Breakout (top), Space Invaders (middle), and Enduro (bottom). The human-generated videos were processed by a baseline DQN (gray), Ape-X (green), and SEED (red). Each neuron of the output layer of a DQN corresponds to...
محفوظ في:
| المؤلف الرئيسي: | |
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| مؤلفون آخرون: | , |
| منشور في: |
2025
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| الموضوعات: | |
| الوسوم: |
إضافة وسم
لا توجد وسوم, كن أول من يضع وسما على هذه التسجيلة!
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| الملخص: | <p>(A) Behavioral data were collected while subjects played the arcade games Breakout (top), Space Invaders (middle), and Enduro (bottom). The human-generated videos were processed by a baseline DQN (gray), Ape-X (green), and SEED (red). Each neuron of the output layer of a DQN corresponds to the Q-value of a possible type of action, such as ‘no operation’ (‘noop’), move left, move right, fire, and brake. The time series of Q-values were used as predictors in a GLM, while the actual time series of human motor responses served as the predicted variable. For each DQN, the GLMs were fitted to six out of seven sessions, and the Pearson correlation between the predicted human time series and the actual one was calculated on the left-out session. (B) In the preprocessing step, human actions were binary coded and smoothed. A separate GLM was fitted for each type of human action, with the corresponding human time series as the dependent variable.</p> |
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