mlsanityData to 7 Oct 2026

Is Policy Learning Overrated?: Width-Based Planning and Active Learning for Atari

arXiv 2109.15310 ↗First posted 30 Sep 2021cs.AI cs.LGcited by 1

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Abstract (arXiv)

Width-based planning has shown promising results on Atari 2600 games using pixel input, while using substantially fewer environment interactions than reinforcement learning. Recent width-based approaches have computed feature vectors for each screen using a hand designed feature set or a variational autoencoder trained on game screens (VAE-IW), and prune screens that do not have novel features during the search. We propose Olive (Online-VAE-IW), which updates the VAE features online using active learning to maximize the utility of screens observed during planning. Experimental results in 55 Atari games demonstrate that it outperforms Rollout-IW by 42-to-11 and VAE-IW by 32-to-20. Moreover, Olive outperforms existing work based on policy-learning (π-IW, DQN) trained with 100x training budget by 30-to-22 and 31-to-17, and a state of the art data-efficient reinforcement learning (EfficientZero) trained with the same training budget and ran with 1.8x planning budget by 18-to-7 in Atari 100k benchmark, with no policy learning at all. The source code is available at github.com/ibm/atari-active-learning .

Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Builds on 17 of its 51 references that are in the map. First posted on arXiv 30 Sep 2021.

Builds on

17 of 51 references.

References · 17

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5 more
  1. 2020On Deep Unsupervised Active Learningcited by 10
  2. 2019Deep Policies for Width-Based Planning in Pixel Domainscited by 6
  3. 2021Hierarchical Width-Based Planning and Learningcited by 6
  4. 2018Planning with Pixels in (Almost) Real Timecited by 5
  5. 2019Towards Stable Symbol Grounding with Zero-Suppressed State AutoEncodercited by 5

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