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The Arcade Learning Environment: An Evaluation Platform for General Agents (1207.4708v2)

Published 19 Jul 2012 in cs.AI

Abstract: In this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by developing and benchmarking domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. All of the software, including the benchmark agents, is publicly available.

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Authors (4)
  1. Marc G. Bellemare (57 papers)
  2. Yavar Naddaf (1 paper)
  3. Joel Veness (29 papers)
  4. Michael Bowling (67 papers)
Citations (2,878)

Summary

  • The paper introduces ALE as a novel platform for evaluating the general competence of AI agents across diverse Atari games.
  • It employs reinforcement learning with various feature sets and planning techniques, demonstrating differing effectiveness across multiple games.
  • The study offers robust evaluation metrics and normalization methods to benchmark domain-independent AI approaches.

Overview of the Arcade Learning Environment: An Evaluation Platform for General Agents

The paper "The Arcade Learning Environment: An Evaluation Platform for General Agents" by Bellemare, Naddaf, Veness, and Bowling introduces the Arcade Learning Environment (ALE), a platform intended for assessing the general competency of AI agents. Leveraging the diversity and complexity inherent in Atari 2600 games, ALE represents a significant advancement in the empirical evaluation of domain-independent AI technologies, particularly those leveraging reinforcement learning (RL), model learning, imitation learning, transfer learning, and intrinsic motivation.

Introduction to ALE

A central challenge in AI research is the development of algorithms capable of handling a variety of tasks across different domains without the need for domain-specific configurations. The ALE provides a solution by interfacing with over 500 Atari 2600 games, which span an array of genres. These games provide a rich testbed for evaluating general AI due to their diverse mechanics and the significant challenges they pose for both human and artificial players. Unlike modern games that are often too complex and multifaceted for current AI techniques, Atari 2600 games strike a balance between simplicity and complexity, making them excellent candidates for stepping stone research.

Platform Description

ALE integrates with an Atari 2600 emulator, Stella, and exposes a flexible interface for developing and testing AI agents. The platform defines game play as a standard reinforcement learning problem, offering consistent input and output formats across games. Observations consist of 2D arrays of 7-bit pixels representing game screens, and actions are captured via an 18-action joystick interface. Additionally, ALE can save and restore emulator states, facilitating the implementation of model-based approaches and planning algorithms. The platform's simplicity aligns well with its aim of fostering advancements in general AI research through the rigorous and comprehensive evaluation of techniques.

Experimental Methodology

To illustrate the utility of ALE, the authors benchmarked several domain-independent agents employing well-known AI techniques across 55 different games. They focused on two primary methodologies: reinforcement learning using the SARSA(λ) algorithm with various feature constructions, and planning using breadth-first search and UCT (Upper Confidence bounds applied to Trees) algorithms.

Reinforcement Learning

Several feature construction methods were employed to enhance SARSA(λ) performance, including:

  • Basic: Encodes pixel presence with a focus on colors.
  • BASS: Builds upon Basic by incorporating pairwise feature combinations.
  • DISCO: Detects, classifies, and locates objects within the game frames.
  • LSH (Locally Sensitive Hashing): Reduces raw screens into binary features using random projections.
  • RAM: Utilizes raw Atari console memory (RAM) for feature extraction.

The authors validate these various feature sets using a training set of five games and then evaluate performance on 50 testing games. Results demonstrated variance in effectiveness across the feature sets and games, highlighting the strengths and weaknesses inherent in each method.

Planning

Planning techniques were assessed by allowing agents to look ahead in the game using the emulator as a generative model. Two distinct approaches were scrutinized:

  • Full-tree Breadth-first Search: Constructs a comprehensive search tree within a defined node limit.
  • UCT: Expands search trees more strategically, balancing exploration and exploitation.

UCT, in particular, showed pronounced effectiveness, significantly outperforming breadth-first search by focusing computational resources on more promising branches.

Evaluation Metrics

The authors emphasize the need for robust mechanisms to interpret results across diverse game environments. They propose several normalization techniques, such as normalizing scores against random agents, baseline agents, and inter-algorithm performance. Additionally, three methods for aggregating scores are introduced:

  • Average and Median Scores: To summarize overall agent performance.
  • Score Distribution: To show performance across the spectrum of games.
  • Paired Tests: For detailed, head-to-head performance comparison.

Implications and Future Direction

ALE's creation represents a significant stride in the experimental rigor of AI research, offering a diverse and challenging environment for evaluating general AI agents. Demonstrating effective reinforcement learning and planning agents across a wide array of games suggests the potential for broader applications in real-world situations. Future AI developments may focus on integrating more complex feature representations and advanced planning algorithms to tackle the inherent challenges posed by the ALE games.

Conclusion

In conclusion, ALE provides a vital platform and methodology for evaluating the progress and competence of general AI agents. By standardizing the evaluation across a diverse set of Atari 2600 games, the platform encourages the development of versatile and resilient AI techniques. This work not only benchmarks current state-of-the-art approaches but also sets the stage for future research endeavors towards achieving greater general competency in AI.