mlsanityData to 14 Oct 2026

A Review for Deep Reinforcement Learning in Atari:Benchmarks, Challenges, and Solutions

arXiv 2112.04145 ↗First posted 8 Dec 2021cs.AIcited by 12

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Abstract (arXiv)

The Arcade Learning Environment (ALE) is proposed as an evaluation platform for empirically assessing the generality of agents across dozens of Atari 2600 games. ALE offers various challenging problems and has drawn significant attention from the deep reinforcement learning (RL) community. From Deep Q-Networks (DQN) to Agent57, RL agents seem to achieve superhuman performance in ALE. However, is this the case? In this paper, to explore this problem, we first review the current evaluation metrics in the Atari benchmarks and then reveal that the current evaluation criteria of achieving superhuman performance are inappropriate, which underestimated the human performance relative to what is possible. To handle those problems and promote the development of RL research, we propose a novel Atari benchmark based on human world records (HWR), which puts forward higher requirements for RL agents on both final performance and learning efficiency. Furthermore, we summarize the state-of-the-art (SOTA) methods in Atari benchmarks and provide benchmark results over new evaluation metrics based on human world records. We concluded that at least four open challenges hinder RL agents from achieving superhuman performance from those new benchmark results. Finally, we also discuss some promising ways to handle those problems.

Key facts. Cited by 12 papers in the map (data through 14 Oct 2026). Builds on 23 of its 40 references that are in the map. First posted on arXiv 8 Dec 2021.

Builds on

23 of 40 references.

References · 23

  1. 2017Proximal Policy Optimization Algorithmscited by 15,215
  2. 2018Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actorcited by 4,885
  3. 2016Asynchronous Methods for Deep Reinforcement Learningcited by 2,258
  4. 2015Deep Reinforcement Learning with Double Q-learningcited by 1,745
  5. 2019Mastering Atari, Go, Chess and Shogi by Planning with a Learned Modelcited by 1,353
  6. 2020Mastering Atari with Discrete World Modelscited by 1,007
  7. 2018IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architecturescited by 883
  8. 2017Rainbow: Combining Improvements in Deep Reinforcement Learningcited by 786
  9. 2015Dueling Network Architectures for Deep Reinforcement Learningcited by 785
  10. 2019Model-Based Reinforcement Learning for Ataricited by 502
  11. 2020Agent57: Outperforming the Atari Human Benchmarkcited by 303
  12. 2017Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agentscited by 269
11 more
  1. 2018Distributed Prioritized Experience Replaycited by 269
  2. 2016Safe and Efficient Off-Policy Reinforcement Learningcited by 264
  3. 2019Go-Explore: a New Approach for Hard-Exploration Problemscited by 212
  4. 2020Never Give Up: Learning Directed Exploration Strategiescited by 212
  5. 2021Category-Level 6D Object Pose Estimation via Cascaded Relation and Recurrent Reconstruction Networkscited by 69
  6. 2021Muesli: Combining Improvements in Policy Optimizationcited by 53
  7. 2019Off-Policy Actor-Critic with Shared Experience Replaycited by 39
  8. 2019Is Deep Reinforcement Learning Really Superhuman on Atari? Leveling the playing fieldcited by 15
  9. 2021An Entropy Regularization Free Mechanism for Policy-based Reinforcement Learningcited by 7
  10. 2021GDI: Rethinking What Makes Reinforcement Learning Different From Supervised Learningcited by 7
  11. 2020Critic PI2: Master Continuous Planning via Policy Improvement with Path Integrals and Deep Actor-Critic Reinforcement Learningcited by 4

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2022: 1; 2023: 5; 2024: 2; 2025: 3; 2026: 1.

12 papers.