mlsanityData to 7 Oct 2026

Counterfactual States for Atari Agents via Generative Deep Learning

arXiv 1909.12969 ↗First posted 27 Sep 2019cs.LG cs.AI cs.HCcited by 14

Not on the map. Why?

Abstract (arXiv)

Although deep reinforcement learning agents have produced impressive results in many domains, their decision making is difficult to explain to humans. To address this problem, past work has mainly focused on explaining why an action was chosen in a given state. A different type of explanation that is useful is a counterfactual, which deals with "what if?" scenarios. In this work, we introduce the concept of a counterfactual state to help humans gain a better understanding of what would need to change (minimally) in an Atari game image for the agent to choose a different action. We introduce a novel method to create counterfactual states from a generative deep learning architecture. In addition, we evaluate the effectiveness of counterfactual states on human participants who are not machine learning experts. Our user study results suggest that our generated counterfactual states are useful in helping non-expert participants gain a better understanding of an agent's decision making process.

Key facts. Cited by 14 papers in the map (data through 7 Oct 2026). First posted on arXiv 27 Sep 2019.

Builds on

No reference list yet.

Built on by

Cited by year (2026 to 7 Oct)

Citing papers per year: 2021: 4; 2022: 4; 2023: 4; 2024: 1; 2025: 0; 2026: 1.

14 papers.

Sort: