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Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning (1902.01378v2)

Published 4 Feb 2019 in cs.AI and cs.LG

Abstract: The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive video games. We propose a new benchmark - Obstacle Tower: a high fidelity, 3D, 3rd person, procedurally generated environment. An agent playing Obstacle Tower must learn to solve both low-level control and high-level planning problems in tandem while learning from pixels and a sparse reward signal. Unlike other benchmarks such as the Arcade Learning Environment, evaluation of agent performance in Obstacle Tower is based on an agent's ability to perform well on unseen instances of the environment. In this paper we outline the environment and provide a set of baseline results produced by current state-of-the-art Deep RL methods as well as human players. These algorithms fail to produce agents capable of performing near human level.

Analysis of Obstacle Tower as a Benchmark for AI Generalization

Obstacle Tower emerges as a distinctive AI benchmark, deliberately crafted to address limitations observed in traditional game-based evaluation environments. At its core, the environment offers a robust platform through which vision, control, planning, and generalization are rigorously tested simultaneously. The paper, authored by Juliani et al., elaborates on the intricate design and evaluation methodologies integrated into the Obstacle Tower, situating it as a formidable challenge for existing reinforcement learning (RL) approaches.

Key Features and Contributions

  • High Visual Fidelity: The Obstacle Tower environment's 3D renderings encompass realistic textures and dynamically varying lighting conditions. Such high-dimensional visual stimuli necessitate advanced perception capabilities, pushing the envelope for models that conventionally operate on static, low-resolution inputs.
  • Procedural Generation: A core feature, procedural generation, manifests in randomizing various aspects such as room layouts, visual themes, and lighting, demanding that agents transcend simple memorization to achieve genuine generalization. This is a marked departure from benchmarks where the environment's determinism offers exploitable shortcuts.
  • Comprehensive Task Suite: The environment integrates physical interaction, puzzle-solving, and exploration, akin to dynamic real-world scenarios. The requirement for high-level planning, alongside immediate reactive control, provides a comprehensive testbed for algorithms seeking to model complex agent behaviors.

Evaluation Framework

The authors propose a tripartite evaluation strategy: no generalization (single-seed testing), weak generalization (cross-seed testing without changing environment themes), and strong generalization (cross-seed and cross-theme testing). This structured evaluation allows for a nuanced insight into an agent's ability to generalize its learned policy across unseen states and visuals.

Baseline Results and Observations

Assessments involving both human and AI performances offer revealing insights. Current state-of-the-art methodologies, including PPO and Rainbow agents, fall significantly short of human capabilities across all evaluation criteria, underlining the environment's challenges. Notably, agents struggled particularly with generalization under varying visual themes, highlighting brittleness in modeling robust perceptual representations.

Implications and Future Directions

The paper's implications extend beyond the immediate context of video game benchmarks towards broader AI applications. The Obstacle Tower necessitates exploration into more generalizable AI paradigms, potentially impacting fields such as robotics where adaptive real-world navigation is paramount. Moreover, the call for improvements aligns with trends toward autonomous systems capable of learning and adapting within complex, dynamically changing environments.

The authors hint at future developments involving more modular and customizable elements within the Obstacle Tower framework. This could enable a structured way for researchers to target specific facets of intelligence, from hierarchical reinforcement learning to unsupervised enhancement techniques such as intrinsic motivation.

Conclusion

The paper situates the Obstacle Tower as a rigorous benchmark inherently advancing the standards by which reinforcement learning algorithms are evaluated. Its focus on visual sophistication, navigation complexity, and procedural variability serves as a catalyst for developing more holistic and generalizable AI agents. As iterations and subsequent versions unfold, the potential for this environment to inform and shape the trajectory of AI research appears promising, setting a challenging yet productive stage for future breakthroughs in AI generalization and control.

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Authors (9)
  1. Arthur Juliani (8 papers)
  2. Ahmed Khalifa (55 papers)
  3. Vincent-Pierre Berges (11 papers)
  4. Jonathan Harper (18 papers)
  5. Ervin Teng (7 papers)
  6. Hunter Henry (3 papers)
  7. Adam Crespi (5 papers)
  8. Julian Togelius (154 papers)
  9. Danny Lange (4 papers)
Citations (138)
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