Superstition in the Network: Deep Reinforcement Learning Plays Deceptive Games
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Abstract (arXiv)
Deep reinforcement learning has learned to play many games well, but failed on others. To better characterize the modes and reasons of failure of deep reinforcement learners, we test the widely used Asynchronous Actor-Critic (A2C) algorithm on four deceptive games, which are specially designed to provide challenges to game-playing agents. These games are implemented in the General Video Game AI framework, which allows us to compare the behavior of reinforcement learning-based agents with planning agents based on tree search. We find that several of these games reliably deceive deep reinforcement learners, and that the resulting behavior highlights the shortcomings of the learning algorithm. The particular ways in which agents fail differ from how planning-based agents fail, further illuminating the character of these algorithms. We propose an initial typology of deceptions which could help us better understand pitfalls and failure modes of (deep) reinforcement learning.
Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). First posted on arXiv 12 Aug 2019.
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Citing papers per year: 2020: 1; 2021: 2; 2022: 1.
4 papers.
- 2020Benchmarking End-to-End Behavioural Cloning on Video Gamescited by 15
- 2022Social Network Structure Shapes Innovation: Experience-sharing in RL with SAPIENScited by 10
- 2021Deceptive Level Generation for Angry Birdscited by 5
- 2021Deception in Social Learning: A Multi-Agent Reinforcement Learning Perspectivecited by 4
- 2022Social Network Structure Shapes Innovation: Experience-sharing in RL with SAPIENS10 Jun 2022
- 2021Deception in Social Learning: A Multi-Agent Reinforcement Learning Perspective9 Jun 2021
- 2021Deceptive Level Generation for Angry Birds3 Jun 2021
- 2020Benchmarking End-to-End Behavioural Cloning on Video Games2 Apr 2020