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 vae-iw


Width-Based Planning and Active Learning for Atari

Ayton, Benjamin, Asai, Masataro

arXiv.org Artificial Intelligence

Width-based planning has shown promising results on Atari 2600 games using pixel input, while using substantially fewer environment interactions than reinforcement learning. Recent width-based approaches have computed feature vectors for each screen using a hand designed feature set or a variational autoencoder (VAE) trained on game screens, and prune screens that do not have novel features during the search. In this paper, we explore consideration of uncertainty in features generated by a VAE during width-based planning. Our primary contribution is the introduction of active learning to maximize the utility of screens observed during planning. Experimental results demonstrate that use of active learning strategies increases gameplay scores compared to alternative width-based approaches with equal numbers of environment interactions.


Planning From Pixels in Atari With Learned Symbolic Representations

Dittadi, Andrea, Drachmann, Frederik K., Bolander, Thomas

arXiv.org Artificial Intelligence

Width-based planning methods have been shown to yield state-of-the-art performance in the Atari 2600 domain using pixel input. One successful approach, RolloutIW, represents states with the B-PROST boolean feature set. An augmented version of RolloutIW, $\pi$-IW, shows that learned features can be competitive with handcrafted ones for width-based search. In this paper, we leverage variational autoencoders (VAEs) to learn features directly from pixels in a principled manner, and without supervision. The inference model of the trained VAEs extracts boolean features from pixels, and RolloutIW plans with these features. The resulting combination outperforms the original RolloutIW and human professional play on Atari 2600 and drastically reduces the size of the feature set.