Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
41 tokens/sec
GPT-4o
59 tokens/sec
Gemini 2.5 Pro Pro
41 tokens/sec
o3 Pro
7 tokens/sec
GPT-4.1 Pro
50 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

Playing hard exploration games by watching YouTube (1805.11592v2)

Published 29 May 2018 in cs.LG, cs.AI, cs.CV, and stat.ML

Abstract: Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial conditions, i.e. with access to the agent's exact environment setup and the demonstrator's action and reward trajectories. Here we propose a two-stage method that overcomes these limitations by relying on noisy, unaligned footage without access to such data. First, we learn to map unaligned videos from multiple sources to a common representation using self-supervised objectives constructed over both time and modality (i.e. vision and sound). Second, we embed a single YouTube video in this representation to construct a reward function that encourages an agent to imitate human gameplay. This method of one-shot imitation allows our agent to convincingly exceed human-level performance on the infamously hard exploration games Montezuma's Revenge, Pitfall! and Private Eye for the first time, even if the agent is not presented with any environment rewards.

Self-Supervised Imitation Learning for Hard Exploration Games

This paper presents a novel approach to tackling the issue of sparse rewards in reinforcement learning (RL) by leveraging noisy and unaligned YouTube videos, enabling agents to perform beyond human capabilities on challenging Atari games like Montezuma's Revenge, Pitfall!, and Private Eye. It effectively circumvents the limitations of traditional human demonstration methods, which often require controlled environments and seamless access to action and reward sequences. This approach introduces several methodological innovations, focusing on self-supervised learning to align domain-disparate sequences and constructing a reward function from these alignments.

The researchers' primary focus is on closing the domain gap to enable RL agents to effectively learn from third-party video demonstrations. They introduce two novel self-supervised objectives: Temporal Distance Classification (TDC) and Cross-Modal Temporal Distance Classification (CMC). These objectives help encode demonstration sequences into a unified representation that abstracts meaningful game dynamics without requiring frame-by-frame correspondence or additional annotations. The paper notably highlights the effectiveness of these combined methods through significant cycle-consistency scores, thus demonstrating a proficient alignment capacity across disparate representations.

A significant strength of this method is its deployment of an embedding trained through these self-supervised objectives to imbue a RL agent with an auxiliary imitation reward. This integration allows the agent to perform well in the absence of native reward signals from the game environments, showcasing the robustness of this method in sparse reward scenarios. As detailed in the results, the agents achieved scores that surpassed previously established benchmarks set by methods relying on direct demonstrations or environment rewards.

From a theoretical perspective, this work underscores the potential of self-supervised learning tasks in enhancing domain adaptability and sequence alignment in imitation learning. These findings suggest a new direction for RL research, focusing on leveraging unstructured, real-world data to inform autonomous decision-making processes.

Future implications of this work are multifaceted. On the practical side, this methodology opens paths for developing RL models that can learn from casually collected, real-world video content, thereby dramatically reducing the cost and complexity associated with curated demonstration datasets. Theoretically, the application of multi-modal domain alignment and self-supervised learning objectives can further extend to other complex tasks and settings, enabling broader applications in areas such as robotics, autonomous vehicles, and complex system control.

This paper importantly bridges the gap between cutting-edge reinforcement learning and widespread, user-generated content, crafting a solid framework that links third-party observations to actionable strategies in environments previously deemed inaccessible to machine agents due to the sparsity of native reward signals.

User Edit Pencil Streamline Icon: https://streamlinehq.com
Authors (6)
  1. Yusuf Aytar (36 papers)
  2. Tobias Pfaff (21 papers)
  3. David Budden (29 papers)
  4. Tom Le Paine (23 papers)
  5. Ziyu Wang (137 papers)
  6. Nando de Freitas (98 papers)
Citations (263)
Youtube Logo Streamline Icon: https://streamlinehq.com