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Sol-A. Kim

dblp:177/9305 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Reinforcement learning · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › continuous control
continuous action space
0.312018
Deep Reinforcement Learning in Continuous Action Spaces: a Case Study in the Game of Simulated Curling · ICML 2018
Machine learning › Reinforcement learning
deep reinforcement learning
0.312018
Deep Reinforcement Learning in Continuous Action Spaces: a Case Study in the Game of Simulated Curling · ICML 2018
Machine learning › Reinforcement learning › multi-agent reinforcement learning › self-play
self-play reinforcement learning
0.312018
Deep Reinforcement Learning in Continuous Action Spaces: a Case Study in the Game of Simulated Curling · ICML 2018
Games and playful interaction
game playing
0.112018
Deep Reinforcement Learning in Continuous Action Spaces: a Case Study in the Game of Simulated Curling · ICML 2018

Methods — techniques the papers use, named apart from their topics

supervised learning · 0.7kernel regression · 0.7continuous search · 0.7
YearPublicationVenuePosition
2018 Deep Reinforcement Learning in Continuous Action Spaces: a Case Study in the Game of Simulated Curling
abstract
Many real-world applications of reinforcement learning require an agent to select optimal actions from continuous spaces. Recently, deep neural networks have successfully been applied to games with discrete actions spaces. However, deep neural networks for discrete actions are not suitable for devising strategies for games where a very small change in an action can dramatically affect the outcome. In this paper, we present a new self-play reinforcement learning framework which equips a continuous search algorithm which enables to search in continuous action spaces with a kernel regression method. Without any hand-crafted features, our network is trained by supervised learning followed by self-play reinforcement learning with a high-fidelity simulator for the Olympic sport of curling. The program trained under our framework outperforms existing programs equipped with several hand-crafted features and won an international digital curling competition.
Kyowoon Lee, Sol-A. Kim, Jaesik Choi, Seong-Whan Lee
ICML2