Recent developments in deep reinforcement learning have enabled the creation of agents for solving a large variety of games given a visual input. These methods have been proven successful for 2D games, like the Atari games, or for simple tasks, like navigating in mazes. It is still an open question, how to address more complex environments, in which the reward is sparse and the state space is huge. In this paper we propose a divide and conquer deep reinforcement learning solution and we test our agent in the first person shooter (FPS) game of Doom. Our work is based on previous works in deep reinforcement learning and in Doom agents. We also present how our agent is able to perform better in unknown environments compared to a state of the art reinforcement learning algorithm.
In recent years, multi-label classification has attracted a significant body of research, motivated by real-life applications, such as text classification and medical diagnoses. Although sparsely studied in this context, Learning Classifier Systems are naturally well-suited to multi-label classification problems, whose search space typically involves multiple highly specific niches. This is the motivation behind our current work that introduces a generalized multi-label rule format -- allowing for flexible label-dependency modeling, with no need for explicit knowledge of which correlations to search for -- and uses it as a guide for further adapting the general Michigan-style supervised Learning Classifier System framework. The integration of the aforementioned rule format and framework adaptations results in a novel algorithm for multi-label classification whose behavior is studied through a set of properly defined artificial problems. The proposed algorithm is also thoroughly evaluated on a set of multi-label datasets and found competitive to other state-of-the-art multi-label classification methods.