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Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents

Paper · 2017 · Marlos C. Machado, Marc G. Bellemare, Erik Talvitie et al.

Summary

The Arcade Learning Environment (ALE) is a popular testbed for general AI agents that must play many Atari 2600 games without game-specific knowledge. As its use grew, research groups adopted different and often incompatible evaluation setups, which made published results hard to compare. This article reviews how the community has used the ALE, shows how evaluation protocols have diverged and been mixed up, and proposes best practices for the standard reinforcement learning setting. The authors also respond to criticism that the emulator is fully deterministic. They release a new ALE version with a stochasticity mechanism called sticky actions and support for alternative game modes and difficulty levels. Following their own recommendations, they report new benchmark results for Sarsa(λ) with Blob-PROST features (linear) and DQN (neural). Performance is reported at several stages of training to encourage attention to sample efficiency. Finally, they revisit the challenges from the original ALE paper and summarize the state of the art. They name five problems that remain open, offering guidance for future work on this and similar general-competency benchmarks.

Key points

  • In the ALE, an agent sees a 210 × 160 screen image and/or the 1024-bit RAM state. One frame lasts 1/60 s, and the underlying emulator is deterministic.
  • Common preprocessing steps include frame skipping (typically k = 4 or 5), color averaging or frame pooling, and frame stacking. Rewards are often normalized, for example by clipping them to their sign as in DQN.
  • The new ALE release adds sticky actions to inject randomness. It also adds "flavors," meaning mode–difficulty pairs such as the different modes of Freeway, which create many closely related environments suited to transfer learning.
  • Benchmarks compare linear Sarsa(λ) + Blob-PROST against DQN and report results at several points during learning, not only the final score.
  • The five open problems are representation learning, planning and model learning, exploration, transfer learning, and off-policy learning. For off-policy learning, the authors note that methods like Q-learning and GQ(λ) tend to be unstable in the ALE.

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

Also on the byline: Franklin & Marshall College.

 Fields, topics and concepts

📚 Shelves 2The field of science this work belongs to (OpenAlex fields).Computer Science · 18,614 worksArtificial Intelligence · 17,965 works

Cite

Cite as Marlos C. Machado, Marc G. Bellemare, Erik Talvitie, Joel Veness, Matthew Hausknecht and Michael Bowling. 2017. Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents. arXiv:1709.06009.

The paper itself, not this page. BibTeX from the library's record of the work. DOI 10.48550/arxiv.1709.06009 · arXiv 1709.06009

@misc{machado2017revisiting,
  title = {{Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents}},
  author = {Marlos C. Machado, Marc G. Bellemare, Erik Talvitie, Joel Veness, Matthew Hausknecht and Michael Bowling},
  year = {2017},
  doi = {10.48550/arxiv.1709.06009},
  eprint = {1709.06009},
  archivePrefix = {arXiv},
  url = {https://doi.org/10.48550/arxiv.1709.06009}
}

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