# A Benchmark Environment for Offline Reinforcement Learning in Racing Games

arXiv: https://arxiv.org/abs/2407.09415 · HTML: https://mlsanity.com/paper/2407.09415/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in Offline RL algorithms, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 18 of its 23 references that are in the map.
- First posted on arXiv 12 Jul 2024.

## Placed in

- Offline RL and imitation learning from data / [Offline RL algorithms](https://mlsanity.com/offlinerl/offline-rl-algorithms/)

## Builds on (most cited first, 18 of 18)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [Offline Reinforcement Learning: Tutorial, Review, and Perspectives on Open Problems](https://mlsanity.com/paper/2005.01643/) (2020)
- [Conservative Q-Learning for Offline Reinforcement Learning](https://mlsanity.com/paper/2006.04779/) (2020)
- [D4RL: Datasets for Deep Data-Driven Reinforcement Learning](https://mlsanity.com/paper/2004.07219/) (2020)
- [Offline Reinforcement Learning with Implicit Q-Learning](https://mlsanity.com/paper/2110.06169/) (2021)
- [A Minimalist Approach to Offline Reinforcement Learning](https://mlsanity.com/paper/2106.06860/) (2021)
- [AWAC: Accelerating Online Reinforcement Learning with Offline Datasets](https://mlsanity.com/paper/2006.09359/) (2020)
- [Unity: A General Platform for Intelligent Agents](https://mlsanity.com/paper/1809.02627/) (2018)
- [Offline-to-Online Reinforcement Learning via Balanced Replay and Pessimistic Q-Ensemble](https://mlsanity.com/paper/2107.00591/) (2021)
- [Jump-Start Reinforcement Learning](https://mlsanity.com/paper/2204.02372/) (2022)
- [Policy Expansion for Bridging Offline-to-Online Reinforcement Learning](https://mlsanity.com/paper/2302.00935/) (2023)
- [Super-Human Performance in Gran Turismo Sport Using Deep Reinforcement Learning](https://mlsanity.com/paper/2008.07971/) (2020)
- [Augmenting Automated Game Testing with Deep Reinforcement Learning](https://mlsanity.com/paper/2103.15819/) (2021)
- [Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning](https://mlsanity.com/paper/2208.07811/) (2022)
- [Small Dataset, Big Gains: Enhancing Reinforcement Learning by Offline Pre-Training with Model Based Augmentation](https://mlsanity.com/paper/2312.09844/) (2023)
- [Learning Computational Efficient Bots with Costly Features](https://mlsanity.com/paper/2308.09629/) (2023)

## Built on by (most cited first, 1 of 1)

- [A Continual Offline Reinforcement Learning Benchmark for Navigation Tasks](https://mlsanity.com/paper/2506.02883/) (2025)

## Abstract (arXiv)

Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous environmental interactions. ORL exploits a dataset of pre-collected transitions and thus expands the range of application of RL to tasks in which the excessive environment queries increase training time and decrease efficiency, such as in modern AAA games. This paper introduces OfflineMania a novel environment for ORL research. It is inspired by the iconic TrackMania series and developed using the Unity 3D game engine. The environment simulates a single-agent racing game in which the objective is to complete the track through optimal navigation. We provide a variety of datasets to assess ORL performance. These datasets, created from policies of varying ability and in different sizes, aim to offer a challenging testbed for algorithm development and evaluation. We further establish a set of baselines for a range of Online RL, ORL, and hybrid Offline to Online RL approaches using our environment.
