Papers › Deep Recurrent Q-Learning vs Deep Q-Learning on a simple Partially Observable Markov...

Deep Recurrent Q-Learning vs Deep Q-Learning on a simple Partially Observable Markov Decision Process with Minecraft

11 Mar 2019arXiv:1903.04311archive 2025-07-28

Clément Romac, Vincent Béraud

Deep Q-Learning has been successfully applied to a wide variety of tasks in the past several years. However, the architecture of the vanilla Deep Q-Network is not suited to deal with partially observable environments such as 3D video games. For this, recurrent layers have been added to the Deep Q-Network in order to allow it to handle past dependencies. We here use Minecraft for its customization advantages and design two very simple missions that can be frames as Partially Observable Markov Decision Process. We compare on these missions the Deep Q-Network and the Deep Recurrent Q-Network in order to see if the latter, which is trickier and longer to train, is always the best architecture when the agent has to deal with partial observability.

PaperPDFCode

Code

vincentberaud/Minecraft-Reinforcement-Learning officialmentioned in papermentioned on GitHubtf report
rishavb123/MineRL mentioned on GitHubtf report

Repository list and official/mentioned flags are the archive's, frozen 2025-07-28. Reachability, where shown, is from one Syntology probe window (2026-09-16 to 2026-09-18); repositories not probed show nothing. GitHub stars are not tracked.

Code Syntology ran Syntology

Not run by Syntology. Nothing on this page verifies that the listed code works.

Tasks

MinecraftQ-Learning

Results from the paper archive 2025-07-28

No leaderboard rows for this paper in the archive.

Methods

Q-Learning

Report a problem or propose a change · a person checks every report against the paper or source before anything changes; decisions are listed on /corrections