Papers › Deep Attention Recurrent Q-Network

Deep Attention Recurrent Q-Network

5 Dec 2015arXiv:1512.01693archive 2025-07-28

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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Code

5vision/DARQN officialmentioned in paper report
ulstu/ml mentioned on GitHub report
ulstu/robotics_ml mentioned on GitHub report

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Tasks

Atari GamesDeep AttentionHard AttentionReinforcement LearningReinforcement Learning (RL)reinforcement-learning

Results from the paper archive 2025-07-28

TaskDatasetModelMetricValueRank at snapshotLeaderboardReport
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

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Methods

ConvolutionDQNDense ConnectionsQ-Learning

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