nrmn
[1] - https://github.com/mobile-shell/mosh/issues/337
[2] - https://www.bountysource.com/issues/4471419-ssh-port-forward...
https://www.reddit.com/r/EliteDangerous/comments/3sdixv/what...
In my spare time I write and research algorithmic trading strategies. I’ve been sticking to the traditional techniques, with a small toe into statistics for modeling.
With whatever time is left, I’ve been learning rust and have enjoyed it quite a bit so far.
- Each step within the game has to be extremely fast. I.e the game should be able to be run as fast as the machine allows while keeping physics etc. consistent.
- Runnable via library import such that there is no drawing to the screen.
- Should be easy to reset the environment to an initial state.
- RNG state should be seedable.
- I highly recommend supporting an identical interface found in OpenAI's gym. Check their docs out. Even better would be to have your game importable as an environment in gym.
- Configurable screen resolution would be great (eg. output 120x100)
- The environment is "hackable" eg. the maps or levels can be modified or loaded say via some ascii map.
- Should support multiple copies of the game running at once.
- A nice to have would be if the current environment state could be exported and loaded later.
- Expose some information/signals such that a reward signal can be created. Or better yet you define one as the game creator.
(disclaimer I'm the author)
Relevant file in project: https://github.com/tflearn/tflearn/blob/0.1.0/tflearn/optimi...
Thought I'd share a library I've been using with my personal work and projects. Its an interface around PyGame which makes it painless to start doing RL based work. Deciding to share it now as I'd like to get feedback from others on how to adjust the library and make it useful. Plus I was afraid of developing "just-one-more-thing" syndrome causing further delays.
If you want to start using it right away General Deep Q RL[1] currently supports PLE out of the box.
Generating Sequences With Recurrent Neural Networks - http://arxiv.org/abs/1308.0850 Older one, but important to understand deeply since other recent ideas have come from this!
Unsupervised Representation Learning with Deep Convolutional Generative Adversarial Networks - http://arxiv.org/abs/1511.06434
Unitary Evolution Recurrent Neural Networks - http://arxiv.org/abs/1511.06464
State of the Art Control of Atari Games Using Shallow Reinforcement Learning - http://arxiv.org/abs/1512.01563 Interesting discussion in section 6.1 on the shortcomings/issues of DQN done by Deepmind
Spectral Representations for Convolutional Neural Networks - http://arxiv.org/abs/1506.03767
Deep Residual Learning for Image Recognition - http://arxiv.org/abs/1512.03385
Fast and Accurate Deep Network Learning by Exponential Linear Units (ELUs) - http://arxiv.org/abs/1511.07289 I wish they did more comparisons between similar network architecture with only the units swapped out. Eg. Alexnet, Relu vs Alexnet, Elu.
On Learning to Think: Algorithmic Information Theory for Novel Combinations of Reinforcement Learning Controllers and Recurrent Neural World Models - http://arxiv.org/abs/1511.09249
Just a few from my list :)
"The final use case that we thought of was saving bandwidth. A smaller image could be sent to the client which would run a client side version of this model to gain a larger image."
Can be applied to gifs and videos, but this really depends on the usage case and if the client would tolerate such a thing.
Image Scaling Using Deep Convolutional Neural Networks
http://343hz.com/general-guidelines-for-deep-neural-networks...
Have you managed to reproduce this? Thats awesome if it is true! I thought Theano was already very fast.
Would you be willing to maybe print out the weights for each layer? I'd be interested to see what features your conv net is capturing.