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Action-Conditional Video Prediction using Deep Networks in Atari Games (1507.08750v2)

Published 31 Jul 2015 in cs.LG, cs.AI, and cs.CV

Abstract: Motivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future (image-)frames are dependent on control variables or actions as well as previous frames. While not composed of natural scenes, frames in Atari games are high-dimensional in size, can involve tens of objects with one or more objects being controlled by the actions directly and many other objects being influenced indirectly, can involve entry and departure of objects, and can involve deep partial observability. We propose and evaluate two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks. Experimental results show that the proposed architectures are able to generate visually-realistic frames that are also useful for control over approximately 100-step action-conditional futures in some games. To the best of our knowledge, this paper is the first to make and evaluate long-term predictions on high-dimensional video conditioned by control inputs.

Citations (836)

Summary

  • The paper introduces two innovative deep network architectures that incorporate action variables with CNNs and RNNs to predict high-fidelity Atari game frames.
  • Experimental results across various Atari games demonstrate lower mean squared error and realistic frame prediction up to 100 steps compared to baselines.
  • The research enhances reinforcement learning by reducing reliance on costly trial-and-error and establishing a structured framework for action-conditioned predictive modeling.

Action-Conditional Video Prediction using Deep Networks in Atari Games

In addressing the challenge of spatio-temporal predictions in vision-based reinforcement learning (RL), particularly within the constraints of the high-dimensional Atari game frames, the paper "Action-Conditional Video Prediction using Deep Networks in Atari Games" by Junhyuk Oh et al. presents two innovative deep learning architectures to predict future video frames conditioned on actions. This constitutes a significant development in the intersection of visual perception and RL, leveraging convolutional neural networks (CNNs) and recurrent neural networks (RNNs).

Key Contributions

The primary contributions of this paper are twofold: the proposal of two novel architectures aimed at predicting action-conditioned video frames and the subsequent evaluation within the domain of Atari games. The architectures incorporate action variables into the predictive model by utilizing CNNs and RNNs, thereby enabling the generation of high-fidelity, temporally consistent future frames.

The first architecture employs a feedforward approach for encoding spatio-temporal features by concatenating multiple frames and passing them through a series of convolutional layers. The second architecture takes a recurrent approach by feeding frames one at a time into a CNN, with an RNN capturing temporal dependencies. Both architectures employ a unique multiplicative action-conditional transformation followed by a decoding mechanism based on deconvolutions to regress from the high-level feature space back to pixel space.

Experimental Results

Experimental evaluations reveal that both architectures excel in generating realistic frames for up to 100-step action-conditional futures in some Atari games. The evaluated games included Seaquest, Space Invaders, Freeway, QBert, and Ms Pacman, with the predictive models outperforming established baselines, such as multi-layer perceptrons (MLP) and feedforward architectures without action conditioning.

Quantitative assessments demonstrated lower mean squared error (MSE) for predicted frames compared to baselines, affirming the architectures’ capability to handle the complexity of these environments. Moreover, the rich qualitative results through visual assessments indicated that the models successfully capture intricate dynamics, like object collisions and controlled object movements—a challenging feat given the variability and partial observability in the games.

Implications and Theoretical Insights

The practical implications of this research are considerable. Firstly, predictive models such as these could greatly enhance RL agents’ ability to make informed decisions by simulating potential future states. In domains where environment interactions come with a cost (e.g., physical experiments or high-stakes scenarios), accurate predictive modeling minimizes trial-and-error and enhances sample efficiency.

From a theoretical perspective, breaking down the problem of prediction into encoding, action-transformation, and decoding stages introduces a structured way of learning dynamics, which can be generalizable across different environments beyond Atari. The use of action-conditional transformations represents a meaningful departure from the traditional concatenation methods, showcasing the benefits of learning interaction representations in a multiplicative manner.

Future Directions

Potential advancements could explore the deeper integration of these predictive models within model-based RL frameworks. This alignment would entail not only predicting future frames but also estimating future rewards, thus offering a comprehensive dynamic model for planning purposes. Furthermore, differentiating more intricate dependencies and stochastic events within the environments could achieve even finer predictive accuracy.

Given the demonstrated success within Atari games, future work could extend these methods to more naturalistic settings, wherein environmental dynamics are substantially more complex and data-hungry. Enhancing model robustness to handle those higher-dimensional, diverse datasets remains a pertinent goal.

Conclusion

This paper stands as a pivotal step toward integrating deep predictive modeling within vision-based RL tasks, leveraging CNNs and RNNs to forecast future frames conditioned by actions. The architectures developed showcase impressive results in handling the complicated spatio-temporal dynamics of Atari games, suggesting a promising avenue for broader applications in AI-driven predictive modeling and reinforcement learning strategies. The work lays substantial groundwork for further advancement in predictive models and their application within intelligent systems.

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