Action-Conditional Video Prediction using Deep Networks in Atari Games
Paper · 2015 · Junhyuk Oh, Xiaoxiao Guo, Honglak Lee et al.
Summary
The paper studies whether a deep network can forecast future video frames when those frames depend on the agent's chosen actions as well as on past frames. This amounts to learning an environment model for vision-based reinforcement learning. The experiments are run on Atari titles drawn from the ALE (Arcade Learning Environment) benchmark suite. Their screens are high-dimensional, contain many interacting objects, and are partially observable. The authors propose two encoder–transformation–decoder networks. One uses feedforward convolutional encoding of a stacked frame history. The other uses recurrent encoding, with an LSTM placed on top of CNN features. In both, a factored multiplicative layer combines the encoded features with the action, and deconvolution layers reconstruct the next frame. Training uses a multi-step squared-error loss with a curriculum that gradually lengthens the prediction horizon. In several games, the models produce realistic frames for roughly 100 steps, and these frames remain useful for control with DQN. The learned representations also separate agent-controlled objects from the rest of the scene. The authors present this as the first long-horizon, action-conditioned prediction of high-dimensional video, which makes it a step toward model-based RL from pixels.
Key points
- Architecture. There are two variants: feedforward encoding (early fusion of frames) and recurrent encoding (LSTM without peepholes). Both use a factorized 3-way tensor to condition on actions and deconvolution to decode.
- Training. A curriculum moves from short-term to longer-term K-step prediction and was needed for stable training. Optimization uses SGD with BPTT.
- Replacing emulator frames. When predicted frames are fed to a pretrained DQN, the score stays well above random play in 3 of 5 games, even with 100-step predictions.
- Informed exploration. An ε-greedy variant uses the model to choose the action whose predicted frame is least visited, measured with a Gaussian-kernel visit count over recent frames. This improved DQN in 3 of 5 games, with the largest gain in QBert. It used a feedforward model on 84×84 grayscale input.
- Representation analysis (Seaquest).
- Action factors show positive similarity for shared movement directions and negative similarity for opposing directions.
- The high-variance factors (about 40%) move only the controlled object.
- The low-variance factors move the background and other objects.
Institutions
Fields, topics and concepts
📚 Shelves 3The field of science this work belongs to (OpenAlex fields).Computer Science · 18,614 worksArtificial Intelligence · 17,965 worksComputer Vision and Pattern Recognition · 3,486 works
Cite
Cite as Junhyuk Oh, Xiaoxiao Guo, Honglak Lee, Richard Lewis and Satinder Singh. 2015. Action-Conditional Video Prediction using Deep Networks in Atari Games. arXiv:1507.08750.
@misc{oh2015action,
title = {{Action-Conditional Video Prediction using Deep Networks in Atari Games}},
author = {Junhyuk Oh, Xiaoxiao Guo, Honglak Lee, Richard Lewis and Satinder Singh},
year = {2015},
doi = {10.48550/arxiv.1507.08750},
eprint = {1507.08750},
archivePrefix = {arXiv},
url = {https://doi.org/10.48550/arxiv.1507.08750}
}References
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