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Agent57: Outperforming the Atari Human Benchmark

Paper · 2020 · Adrià Puigdomènech Badia, Bilal Piot, Steven Kapturowski et al.

Summary

The suite of 57 Atari 2600 games (the ALE environment) has served for about ten years as the standard test of how general reinforcement learning (RL) algorithms are. Strong earlier agents such as MuZero and R2D2 achieved very high average scores. However, in several of the hardest games they learned almost nothing. These games require long exploration of the environment or linking a reward to actions taken long before it. The authors from DeepMind took the Never Give Up (NGU) agent as their basis and made three changes. First, intrinsic and extrinsic rewards are estimated by separate networks. Second, a meta-controller based on a non-stationary multi-armed bandit decides during training which policies get more resources. Each policy has its own degree of exploration and its own discount factor. Third, the backprop through time window is doubled. The new agent, Agent57, is the first to surpass the human benchmark in every one of the 57 games with a single set of hyperparameters. This shows that a single agent can combine exploration, exploitation of what it has found, and long-term credit assignment. The cost is a large amount of compute.

Key points

  • Before Agent57, MuZero exceeded 100% HNS in 51 games and R2D2 in 52. Agent57 exceeds this threshold in all 57 games.
  • The hardest games fall into two groups. In Skiing and Solaris the reward is heavily delayed. Montezuma's Revenge, Pitfall!, Private Eye and Venture require prolonged exploration, because hundreds of actions may pass before the first reward.
  • NGU's intrinsic reward combines two kinds of novelty. Within-episode novelty is computed via episodic memory, and long-term novelty via Random Network Distillation. The long-term novelty multiplier is capped at L = 5.
  • On a set of 10 hard games, the meta-controller alone improved R2D2 by about 20% CHNS. R2D2 with a fixed γ = 0.9999 beats humans in Skiing but becomes unstable on the full set of games. The bandit, in contrast, selects the discount separately for each game.
  • The authors acknowledge limitations: the agent is data-inefficient, and MuZero still has a higher average score. In some games, all current algorithms are still far from optimal play.

Our summary of the paper, in our own words — not its text. The work belongs to its authors; read it at the links above.

 Institutions

 Fields, topics and concepts

📚 Shelves 2The field of science this work belongs to (OpenAlex fields).Computer Science · 19,503 worksArtificial Intelligence · 18,805 works

🧭 Topics 1Research subjects and languages the work is about.Evaluation & benchmarks · 1,394 works

Cite

Cite as Adrià Puigdomènech Badia, Bilal Piot, Steven Kapturowski, Pablo Sprechmann, Alex Vitvitskyi, Daniel Guo and Charles Blundell. 2020. Agent57: Outperforming the Atari Human Benchmark. arXiv:2003.13350.

The paper itself, not this page. BibTeX from the library's record of the work. DOI 10.48550/arxiv.2003.13350 · arXiv 2003.13350

@misc{badia2020agent57,
  title = {{Agent57: Outperforming the Atari Human Benchmark}},
  author = {Adrià Puigdomènech Badia, Bilal Piot, Steven Kapturowski, Pablo Sprechmann, Alex Vitvitskyi, Daniel Guo and Charles Blundell},
  year = {2020},
  doi = {10.48550/arxiv.2003.13350},
  eprint = {2003.13350},
  archivePrefix = {arXiv},
  url = {https://doi.org/10.48550/arxiv.2003.13350}
}

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