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Width-based Lookaheads with Learnt Base Policies and Heuristics Over the Atari-2600 Benchmark

arXiv 2106.12151 ↗First posted 23 Jun 2021cs.AIcited by 0

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Abstract (arXiv)

We propose new width-based planning and learning algorithms inspired from a careful analysis of the design decisions made by previous width-based planners. The algorithms are applied over the Atari-2600 games and our best performing algorithm, Novelty guided Critical Path Learning (N-CPL), outperforms the previously introduced width-based planning and learning algorithms π-IW(1), π-IW(1)+ and π-HIW(n, 1). Furthermore, we present a taxonomy of the Atari-2600 games according to some of their defining characteristics. This analysis of the games provides further insight into the behaviour and performance of the algorithms introduced. Namely, for games with large branching factors, and games with sparse meaningful rewards, N-CPL outperforms π-IW, π-IW(1)+ and π-HIW(n, 1).

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 8 of its 26 references that are in the map. First posted on arXiv 23 Jun 2021.

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References · 8

  1. 2019Mastering Atari, Go, Chess and Shogi by Planning with a Learned Modelcited by 1,327
  2. 2017Rainbow: Combining Improvements in Deep Reinforcement Learningcited by 774
  3. 2017Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agentscited by 267
  4. 2015State of the Art Control of Atari Games Using Shallow Reinforcement Learningcited by 23
  5. 2020Planning from Pixels in Atari with Learned Symbolic Representationscited by 11
  6. 2019Deep Policies for Width-Based Planning in Pixel Domainscited by 6
  7. 2021Hierarchical Width-Based Planning and Learningcited by 6
  8. 2018Planning with Pixels in (Almost) Real Timecited by 5

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