# Diagnosing and exploiting the computational demands of videos games for deep reinforcement learning

arXiv: https://arxiv.org/abs/2309.13181 · HTML: https://mlsanity.com/paper/2309.13181/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 40 of its 70 references that are in the map.
- First posted on arXiv 22 Sep 2023.

## Builds on (most cited first, 30 of 40)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Feature Pyramid Networks for Object Detection](https://mlsanity.com/paper/1612.03144/) (2016)
- [Fully Convolutional Networks for Semantic Segmentation](https://mlsanity.com/paper/1411.4038/) (2014)
- [DeepMind Control Suite](https://mlsanity.com/paper/1801.00690/) (2018)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [Deep Reinforcement Learning at the Edge of the Statistical Precipice](https://mlsanity.com/paper/2108.13264/) (2021)
- [CURL: Contrastive Unsupervised Representations for Reinforcement Learning](https://mlsanity.com/paper/2004.04136/) (2020)
- [Long Range Arena: A Benchmark for Efficient Transformers](https://mlsanity.com/paper/2011.04006/) (2020)
- [Unifying Count-Based Exploration and Intrinsic Motivation](https://mlsanity.com/paper/1606.01868/) (2016)
- [Leveraging Procedural Generation to Benchmark Reinforcement Learning](https://mlsanity.com/paper/1912.01588/) (2019)
- [Reinforcement Learning with Unsupervised Auxiliary Tasks](https://mlsanity.com/paper/1611.05397/) (2016)
- [Decoupling Representation Learning from Reinforcement Learning](https://mlsanity.com/paper/2009.08319/) (2020)
- [First return, then explore](https://mlsanity.com/paper/2004.12919/) (2020)
- [Masked Visual Pre-training for Motor Control](https://mlsanity.com/paper/2203.06173/) (2022)
- [Real-World Robot Learning with Masked Visual Pre-training](https://mlsanity.com/paper/2210.03109/) (2022)
- [Generalisation in humans and deep neural networks](https://mlsanity.com/paper/1808.08750/) (2018)
- [Go-Explore: a New Approach for Hard-Exploration Problems](https://mlsanity.com/paper/1901.10995/) (2019)
- [Partial success in closing the gap between human and machine vision](https://mlsanity.com/paper/2106.07411/) (2021)
- [Meta-Gradient Reinforcement Learning](https://mlsanity.com/paper/1805.09801/) (2018)
- [Meta-Reinforcement Learning of Structured Exploration Strategies](https://mlsanity.com/paper/1802.07245/) (2018)
- [Phasic Policy Gradient](https://mlsanity.com/paper/2009.04416/) (2020)
- [Learning long-range spatial dependencies with horizontal gated-recurrent units](https://mlsanity.com/paper/1805.08315/) (2018)
- [Meta Learning Shared Hierarchies](https://mlsanity.com/paper/1710.09767/) (2017)
- [Evolved Policy Gradients](https://mlsanity.com/paper/1802.04821/) (2018)
- [Learning Montezuma's Revenge from a Single Demonstration](https://mlsanity.com/paper/1812.03381/) (2018)
- [Loss is its own Reward: Self-Supervision for Reinforcement Learning](https://mlsanity.com/paper/1612.07307/) (2016)
- [Offline Meta-Reinforcement Learning with Online Self-Supervision](https://mlsanity.com/paper/2107.03974/) (2021)

## Abstract (arXiv)

Humans learn by interacting with their environments and perceiving the outcomes of their actions. A landmark in artificial intelligence has been the development of deep reinforcement learning (dRL) algorithms capable of doing the same in video games, on par with or better than humans. However, it remains unclear whether the successes of dRL models reflect advances in visual representation learning, the effectiveness of reinforcement learning algorithms at discovering better policies, or both. To address this question, we introduce the Learning Challenge Diagnosticator (LCD), a tool that separately measures the perceptual and reinforcement learning demands of a task. We use LCD to discover a novel taxonomy of challenges in the Procgen benchmark, and demonstrate that these predictions are both highly reliable and can instruct algorithmic development. More broadly, the LCD reveals multiple failure cases that can occur when optimizing dRL algorithms over entire video game benchmarks like Procgen, and provides a pathway towards more efficient progress.
