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Playing Minecraft with Behavioural Cloning (2005.03374v1)

Published 7 May 2020 in cs.AI and cs.LG

Abstract: MineRL 2019 competition challenged participants to train sample-efficient agents to play Minecraft, by using a dataset of human gameplay and a limit number of steps the environment. We approached this task with behavioural cloning by predicting what actions human players would take, and reached fifth place in the final ranking. Despite being a simple algorithm, we observed the performance of such an approach can vary significantly, based on when the training is stopped. In this paper, we detail our submission to the competition, run further experiments to study how performance varied over training and study how different engineering decisions affected these results.

Citations (12)

Summary

  • The paper shows that stopping training at different points significantly influences the success of behavioral cloning in a Minecraft environment.
  • The authors fine-tuned data augmentation techniques to enhance model performance while avoiding noise saturation in the training dataset.
  • The research highlights the challenge of imbalanced datasets in imitation learning, stressing the need for precise mitigation strategies.

Overview of "Playing Minecraft with Behavioural Cloning"

The paper, "Playing Minecraft with Behavioural Cloning," details a submission to the MineRL 2019 competition, focusing on utilizing Behavioral Cloning (BC) to teach an agent to play the game Minecraft. The authors approached the competition with BC as their method of choice, aiming to mimic human gameplay actions within a limited training budget. Their entry achieved a respectable fifth place in the contest.

Objective and Methodology

The MineRL 2019 competition tasked participants with developing agents capable of efficiently playing Minecraft by using a dataset of human gameplay. The challenge was accentuated by the restrictions on the amount of environmental interaction the agents could have during training. The ultimate objective was to obtain diamond in the game, which is a complex task even for experienced human players.

To tackle this challenge, the authors opted for Behavioral Cloning, which is a type of imitation learning. BC offers a backdrop where an agent learns to predict and mimic human actions based on observed state-action pairs. Despite its simplicity compared to more complex Reinforcement Learning (RL) methods, BC's performance often hinges on fine-tuning and the right engineering choices. In this paper, the authors implemented BC using a neural network model to predict and generate actions that emulate human players' decision sequences.

Key Findings

One of the significant insights presented in the paper is the variance in BC performance, primarily influenced by the specific point at which training is terminated. Although the method may appear straightforward, subtle changes to the training dynamics—including timing and sampling strategies—can lead to notable differences in performance outcomes.

  1. Variance in Training: The paper illustrates that stopping the training at various points can significantly impact the agents' successfully mimicked behaviors, shedding light on the inherent instability and stochastic nature of supervised imitation learning.
  2. Data Augmentation: The authors initially employed a series of data augmentation techniques to bolster the model's robustness, but found that excessive augmentation could deter learning. They fine-tuned these augmentation parameters to optimize performance without saturating the dataset with noise.
  3. Imbalanced Dataset: A crucial challenge in using BC was dealing with an overwhelmingly imbalanced dataset, where certain actions were underrepresented yet critical for task success. The paper notes that this imbalance can introduce biases in the agent's actions, adversely affecting performance. The researchers attempted several approaches to mitigate this issue, but many conventional techniques offered limited improvements.

Practical Implications

In a broader sense, the paper reiterates the necessity for careful engineering choices in the development of BC systems, much like in RL approaches. It also illuminates the potential pitfalls related to dataset handling and the crucial role of variance reporting in experimental results. From a practical standpoint, this research highlights that although BC can be an appealing approach due to its simplicity and lower resource requirements, it demands meticulous calibration to yield competitive results.

Theoretical Implications

The findings also serve as a testament to the adaptability of imitation learning methods in complex environments, where the latent structure of tasks imposes challenges that are not purely about implementation complexity but also about optimizing learning frameworks and strategies. The paper opens paths for examining how further improvements and methodologies—such as smarter sampling techniques—could enhance BC's efficacy in both gaming and other application domains.

Speculation on Future Developments in AI

The exploration of BC in this context offers insights worth applying to broader AI systems, where mimicking expert actions can accelerate the learning process. Future AI development might focus on creating hybrid systems that combine BC with strategic RL integration or even leveraging modern developments in unsupervised learning to address dataset imbalances efficiently. Additionally, agile adaptation of these systems to diverse and procedurally varied environments could greatly expand their competency in intricate real-world applications.

In summary, the authors' work presents a detailed investigation into the nuances of applying Behavioral Cloning to a dynamic task such as playing Minecraft, providing valuable contributions to imitation learning research and offering substantial lessons for future exploration in AI methodologies.

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