MinAtar: An Atari-Inspired Testbed for Thorough and Reproducible Reinforcement Learning Experiments
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Abstract (arXiv)
The Arcade Learning Environment (ALE) is a popular platform for evaluating reinforcement learning agents. Much of the appeal comes from the fact that Atari games demonstrate aspects of competency we expect from an intelligent agent and are not biased toward any particular solution approach. The challenge of the ALE includes (1) the representation learning problem of extracting pertinent information from raw pixels, and (2) the behavioural learning problem of leveraging complex, delayed associations between actions and rewards. Often, the research questions we are interested in pertain more to the latter, but the representation learning problem adds significant computational expense. We introduce MinAtar, short for miniature Atari, a new set of environments that capture the general mechanics of specific Atari games while simplifying the representational complexity to focus more on the behavioural challenges. MinAtar consists of analogues of five Atari games: Seaquest, Breakout, Asterix, Freeway and Space Invaders. Each MinAtar environment provides the agent with a 10x10xn binary state representation. Each game plays out on a 10x10 grid with n channels corresponding to game-specific objects, such as ball, paddle and brick in the game Breakout. To investigate the behavioural challenges posed by MinAtar, we evaluated a smaller version of the DQN architecture as well as online actor-critic with eligibility traces. With the representation learning problem simplified, we can perform experiments with significantly less computational expense. In our experiments, we use the saved compute time to perform step-size parameter sweeps and more runs than is typical for the ALE. Experiments like this improve reproducibility, and allow us to draw more confident conclusions. We hope that MinAtar can allow researchers to thoroughly investigate behavioural challenges similar to those inherent in the ALE.
Key facts. Cited by 17 papers in the map (data through 7 Oct 2026). First posted on arXiv 7 Mar 2019.
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Citing papers per year: 2021: 6; 2022: 3; 2023: 1; 2024: 1; 2025: 2; 2026: 4.
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- 2021Action Candidate Based Clipped Double Q-learning for Discrete and Continuous Action Tasks3 May 2021
- 2021Greedy-Step Off-Policy Reinforcement Learning23 Feb 2021
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- 2026Identifiable Token Correspondence for World Models15 May 2026
- 2021Greedification Operators for Policy Optimization: Investigating Forward and Reverse KL Divergencescited by 40
- 2025Mitigating Plasticity Loss in Continual Reinforcement Learning by Reducing Churncited by 22
- 2024Improving Deep Reinforcement Learning by Reducing the Chain Effect of Value and Policy Churncited by 16
- 2022Memory-efficient Reinforcement Learning with Value-based Knowledge Consolidationcited by 9
- 2022Action Candidate Driven Clipped Double Q-learning for Discrete and Continuous Action Taskscited by 8
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12 most cited of 15 All 15 (JSON)
- 2026Gimitest: A Comprehensive Tool for Testing Reinforcement Learning Policies8 Jul 2026
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- 2025Mitigating Plasticity Loss in Continual Reinforcement Learning by Reducing Churn31 May 2025
- 2025Handling Delay in Real-Time Reinforcement Learning30 Mar 2025
- 2024Improving Deep Reinforcement Learning by Reducing the Chain Effect of Value and Policy Churn7 Sep 2024
- 2023Investigating the Edge of Stability Phenomenon in Reinforcement Learning9 Jul 2023
- 2022Memory-efficient Reinforcement Learning with Value-based Knowledge Consolidation22 May 2022
- 2022Action Candidate Driven Clipped Double Q-learning for Discrete and Continuous Action Tasks22 Mar 2022
- 2022Smoothing Advantage Learning20 Mar 2022
- 2021Balanced Q-learning: Combining the Influence of Optimistic and Pessimistic Targets3 Nov 2021
- 2021Automating Control of Overestimation Bias for Reinforcement Learning26 Oct 2021
- 2021Greedification Operators for Policy Optimization: Investigating Forward and Reverse KL Divergences17 Jul 2021
12 newest of 15 All 15 (JSON)