2019
DOI: 10.1007/978-3-030-31978-6_12
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Visual Rationalizations in Deep Reinforcement Learning for Atari Games

Abstract: Due to the capability of deep learning to perform well in high dimensional problems, deep reinforcement learning agents perform well in challenging tasks such as Atari 2600 games. However, clearly explaining why a certain action is taken by the agent can be as important as the decision itself. Deep reinforcement learning models, as other deep learning models, tend to be opaque in their decision-making process. In this work, we propose to make deep reinforcement learning more transparent by visualizing the evid… Show more

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Cited by 14 publications
(12 citation statements)
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“…We used the Atari game Pacman for our experiments (see section 5 for the specific implementation). Atari games are a common benchmark for state of the art reinforcement learning algorithms [14,20,51,76] and to test explanation methods for those algorithms [5,28,36,44,77]. We chose Pacman since it is not as reaction-based as some other Atari games (e.g.…”
Section: Methodsmentioning
confidence: 99%
“…We used the Atari game Pacman for our experiments (see section 5 for the specific implementation). Atari games are a common benchmark for state of the art reinforcement learning algorithms [14,20,51,76] and to test explanation methods for those algorithms [5,28,36,44,77]. We chose Pacman since it is not as reaction-based as some other Atari games (e.g.…”
Section: Methodsmentioning
confidence: 99%
“…Gradientbased methods compute saliency maps by estimating the input features' influence on the output using the gradient information (Simonyan, Vedaldi, and Zisserman 2013;Springenberg et al 2014;Mahendran and Vedaldi 2016;Zhang et al 2018a;Shrikumar, Greenside, and Kundaje 2017;Sundararajan, Taly, and Yan 2017;Selvaraju et al 2017;Chattopadhay et al 2018;Zhou et al 2016). These methods are for visualizing general DNNs but have been used to interpret deep RL agents (Joo and Kim 2019;Weitkamp, van der Pol, and Akata 2018;Shi et al 2020;Jaunet, Vuillemot, and Wolf 2019;Wang et al 2018). We did not use gradient-based saliency maps for our analysis because they lack physical meaning and could be difficult to interpret.…”
Section: Related Workmentioning
confidence: 99%
“…Zahavy et al [23] and Wang et al [20] for example used gradient-based saliency maps similar to [17] on traditional and Dueling DQN algorithms. Weitkamp et al [21] tested Grad-CAM on an Actor-Critic DRL algorithm. LRP has been used to visualize DRL in [10] but, to our knowledge, it has not been used to visualize the Dueling DQN architecture yet.…”
Section: Related Workmentioning
confidence: 99%
“…For a long time, DRL research only focused on optimizing the performance of DRL agents, but recent years saw an increasing interest in making the decision process of DRL agents more explainable [23,9,19,7,21]. One problem with explaining the actions of a DRL agent is that the inner workings of the underlying DNNs are incomprehensible to humans, making it difficult to identify the parts of the input on which the agent bases its decision.…”
Section: Introductionmentioning
confidence: 99%