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DQN

DQN, or Deep Q-Network, is a deep reinforcement learning algorithm developed by DeepMind and published in 2015. It combines Q-learning with deep neural networks to approximate the action-value function Q(s,a). DQN can learn control policies from high-dimensional sensory input such as raw video frames, enabling end-to-end learning without hand-crafted features.

Core mechanisms of DQN include using a convolutional neural network to map states to Q-values for each

In terms of performance, DQN demonstrated strong results on Atari 2600 games, achieving human-level performance on

Several extensions have been proposed to address these limitations, including Double DQN (reducing overestimation bias), Dueling

possible
action.
For
stability,
it
maintains
an
experience
replay
buffer
and
updates
the
network
using
mini-batches
drawn
from
this
buffer.
It
also
employs
a
separate
target
network
to
compute
targets
y
=
r
+
gamma
max_a'
Q_target(s',
a'),
with
the
target
network
updated
periodically
to
decouple
targets
from
current
network
parameters.
Action
selection
is
typically
done
via
an
epsilon-greedy
policy.
Training
minimizes
the
mean-squared
error
between
current
Q-values
and
the
computed
targets.
many
titles
using
only
raw
pixel
input
and
game
score
as
feedback.
It
established
a
practical
baseline
for
applying
deep
learning
to
reinforcement
learning.
Limitations
include
sample
inefficiency,
significant
computational
demands,
instability
in
some
domains,
and
challenges
with
continuous
action
spaces.
DQN
(separating
state-value
and
advantage
estimates),
and
Prioritized
Experience
Replay
(improving
sample
efficiency).
Aggregated
approaches
like
Rainbow
combine
multiple
improvements
to
enhance
stability
and
performance
across
tasks.