Papers › Deep Attention Recurrent Q-Network
Deep Attention Recurrent Q-Network
Ivan Sorokin, Alexey Seleznev, Mikhail Pavlov, Aleksandr Fedorov, Anastasiia Ignateva
A deep learning approach to reinforcement learning led to a general learner able to train on visual input to play a variety of arcade games at the human and superhuman levels. Its creators at the Google DeepMind's team called the approach: Deep Q-Network (DQN). We present an extension of DQN by "soft" and "hard" attention mechanisms. Tests of the proposed Deep Attention Recurrent Q-Network (DARQN) algorithm on multiple Atari 2600 games show level of performance superior to that of DQN. Moreover, built-in attention mechanisms allow a direct online monitoring of the training process by highlighting the regions of the game screen the agent is focusing on when making decisions.
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Tasks
Results from the paper archive 2025-07-28
| Task | Dataset | Model | Metric | Value | Rank at snapshot | Leaderboard | Report |
|---|---|---|---|---|---|---|---|
| Atari Games | Atari 2600 Breakout | DARQN hard | Score | 20 | #51 of 58 | Archive leaderboard | report |
| Atari Games | Atari 2600 Gopher | DARQN soft | Score | 5356 | #37 of 43 | Archive leaderboard | report |
| Atari Games | Atari 2600 Seaquest | DARQN soft | Score | 7263 | #28 of 57 | Archive leaderboard | report |
| Atari Games | Atari 2600 Space Invaders | DARQN soft | Score | 650 | #50 of 55 | Archive leaderboard | report |
| Atari Games | Atari 2600 Tutankham | DARQN soft | Score | 197 | #25 of 44 | Archive leaderboard | report |
Ranks are positions in the archive's leaderboards as they stood at the 2025-07-28 snapshot. Results published since then are not among these rows, so a rank here is not a current standing.
Methods
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