Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning
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Abstract (arXiv)
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.
Key facts. Cited by 54 papers in the map (data through 7 Oct 2026). First posted on arXiv 4 Feb 2019.
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Citing papers per year: 2020: 1; 2021: 12; 2022: 17; 2023: 9; 2024: 7; 2025: 2; 2026: 6.
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- 2025Provable Zero-Shot Generalization in Offline Reinforcement Learning11 Mar 2025
- 2024Autoverse: An Evolvable Game Language for Learning Robust Embodied Agents5 Jul 2024
- 2023The Generalization Gap in Offline Reinforcement Learning10 Dec 2023
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- 2021Contrastive Behavioral Similarity Embeddings for Generalization in Reinforcement Learningcited by 123
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- 2021Scalable Evaluation of Multi-Agent Reinforcement Learning with Melting Potcited by 97
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- 2021Decoupling Value and Policy for Generalization in Reinforcement Learningcited by 81
- 2022Exploration via Elliptical Episodic Bonusescited by 51
- 2022Contextualize Me -- The Case for Context in Reinforcement Learningcited by 41
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