This degree project presents a reinforcement learning (RL) approach called deep Q-network (DQN) for learning how to play the game Candy Crush Friends Saga (CCFS). The DQN algorithm is implemented together with three extensions, which in 2015 resulted in a new state-of-the-art on the Atari 2600 domain. This thesis shows that DQN in combination with the three extensions is an appropriate method for learning how to play CCFS. The influence that each of the extensions has on the performance is investigated separately, and reasoning for why or why not these extensions make sense in this environment is provided. CCFS is a stochastic game environment with many new features per level. This leads to a challenge when designing the reward function. Th...
This thesis presents an approach to predict the difficulty of levels in a game by simulating game pl...
We explored the usage of Monte Carlo tree search (MCTS) and deep learning in order to predict game l...
This thesis presents an approach to predict the difficulty of levels in a game by simulating game pl...
This degree project presents a reinforcement learning (RL) approach called deep Q-network (DQN) for ...
This degree project presents a reinforcement learning (RL) approach called deep Q-network (DQN) for ...
Games are commonly used as playground for AI research, specifically in the field of Reinforcement Le...
Games are commonly used as playground for AI research, specifically in the field of Reinforcement Le...
This report investigates the implementation of a Deep Reinforcement Learning (DRL) algorithm for com...
Reinforcement learning can be compared to howhumans learn – by interaction, which is the fundamental...
Reinforcement learning can be compared to howhumans learn – by interaction, which is the fundamental...
This project aims to investigate how reinforcement learning (RL) techniques can be applied to the ca...
A previous study used the Antarjami gaming framework to determine the OCEAN personality traits. In t...
We explored the usage of Monte Carlo tree search (MCTS) and deep learning in order to predict game l...
A previous study used the Antarjami gaming framework to determine the OCEAN personality traits. In t...
This thesis presents an approach to predict the difficulty of levels in a game by simulating game pl...
This thesis presents an approach to predict the difficulty of levels in a game by simulating game pl...
We explored the usage of Monte Carlo tree search (MCTS) and deep learning in order to predict game l...
This thesis presents an approach to predict the difficulty of levels in a game by simulating game pl...
This degree project presents a reinforcement learning (RL) approach called deep Q-network (DQN) for ...
This degree project presents a reinforcement learning (RL) approach called deep Q-network (DQN) for ...
Games are commonly used as playground for AI research, specifically in the field of Reinforcement Le...
Games are commonly used as playground for AI research, specifically in the field of Reinforcement Le...
This report investigates the implementation of a Deep Reinforcement Learning (DRL) algorithm for com...
Reinforcement learning can be compared to howhumans learn – by interaction, which is the fundamental...
Reinforcement learning can be compared to howhumans learn – by interaction, which is the fundamental...
This project aims to investigate how reinforcement learning (RL) techniques can be applied to the ca...
A previous study used the Antarjami gaming framework to determine the OCEAN personality traits. In t...
We explored the usage of Monte Carlo tree search (MCTS) and deep learning in order to predict game l...
A previous study used the Antarjami gaming framework to determine the OCEAN personality traits. In t...
This thesis presents an approach to predict the difficulty of levels in a game by simulating game pl...
This thesis presents an approach to predict the difficulty of levels in a game by simulating game pl...
We explored the usage of Monte Carlo tree search (MCTS) and deep learning in order to predict game l...
This thesis presents an approach to predict the difficulty of levels in a game by simulating game pl...