arcade learning environment
CALE: Continuous Arcade Learning Environment
Farebrother, Jesse, Castro, Pablo Samuel
We introduce the Continuous Arcade Learning Environment (CALE), an extension of the well-known Arcade Learning Environment (ALE) [Bellemare et al., 2013]. The CALE uses the same underlying emulator of the Atari 2600 gaming system (Stella), but adds support for continuous actions. This enables the benchmarking and evaluation of continuous-control agents (such as PPO [Schulman et al., 2017] and SAC [Haarnoja et al., 2018]) and value-based agents (such as DQN [Mnih et al., 2015] and Rainbow [Hessel et al., 2018]) on the same environment suite. We provide a series of open questions and research directions that CALE enables, as well as initial baseline results using Soft Actor-Critic.
Unifying Count-Based Exploration and Intrinsic Motivation
We consider an agent's uncertainty about its environment and the problem of generalizing this uncertainty across states. Specifically, we focus on the problem of exploration in non-tabular reinforcement learning. Drawing inspiration from the intrinsic motivation literature, we use density models to measure uncertainty, and propose a novel algorithm for deriving a pseudo-count from an arbitrary density model. This technique enables us to generalize count-based exploration algorithms to the non-tabular case. We apply our ideas to Atari 2600 games, providing sensible pseudo-counts from raw pixels.
Atari-5: Distilling the Arcade Learning Environment down to Five Games
Aitchison, Matthew, Sweetser, Penny, Hutter, Marcus
The Arcade Learning Environment (ALE) has become an essential benchmark for assessing the performance of reinforcement learning algorithms. However, the computational cost of generating results on the entire 57-game dataset limits ALE's use and makes the reproducibility of many results infeasible. We propose a novel solution to this problem in the form of a principled methodology for selecting small but representative subsets of environments within a benchmark suite. We applied our method to identify a subset of five ALE games, called Atari-5, which produces 57-game median score estimates within 10% of their true values. Extending the subset to 10-games recovers 80% of the variance for log-scores for all games within the 57-game set. We show this level of compression is possible due to a high degree of correlation between many of the games in ALE.
Estimates for the Branching Factors of Atari Games
The branching factor of a game is the average number of new states reachable from a given state. It is a widely used metric in AI research on board games, but less often computed or discussed for videogames. This paper provides estimates for the branching factors of 103 Atari 2600 games, as implemented in the Arcade Learning Environment (ALE). Depending on the game, ALE exposes between 3 and 18 available actions per frame of gameplay, which is an upper bound on branching factor. This paper shows, based on an enumeration of the first 1 million distinct states reachable in each game, that the average branching factor is usually much lower, in many games barely above 1. In addition to reporting the branching factors, this paper aims to clarify what constitutes a distinct state in ALE.
Multiplayer Support for the Arcade Learning Environment
Terry, Justin K., Black, Benjamin
The Arcade Learning Environment ("ALE") is a widely used library in the reinforcement learning community that allows easy program-matic interfacing with Atari 2600 games, via the Stella emulator. We introduce a publicly available extension to the ALE that extends its support to multiplayer games and game modes. This interface is additionally integrated with PettingZoo to allow for a simple Gym-like interface in Python to interact with these games.
Benchmarking Bonus-Based Exploration Methods on the Arcade Learning Environment
Taïga, Adrien Ali, Fedus, William, Machado, Marlos C., Courville, Aaron, Bellemare, Marc G.
This paper provides an empirical evaluation of recently developed exploration algorithms within the Arcade Learning Environment (ALE). We study the use of different reward bonuses that incentives exploration in reinforcement learning. We do so by fixing the learning algorithm used and focusing only on the impact of the different exploration bonuses in the agent's performance. We use Rainbow, the state-of-the-art algorithm for value-based agents, and focus on some of the bonuses proposed in the last few years. We consider the impact these algorithms have on performance within the popular game Montezuma's Revenge which has gathered a lot of interest from the exploration community, across the the set of seven games identified by Bellemare et al. (2016) as challenging for exploration, and easier games where exploration is not an issue. We find that, in our setting, recently developed bonuses do not provide significantly improved performance on Montezuma's Revenge or hard exploration games. We also find that existing bonus-based methods may negatively impact performance on games in which exploration is not an issue and may even perform worse than $\epsilon$-greedy exploration.