Cited by 359Reinforcement Learning in RoboticsArtificial Intelligence in GamesArtificial Intelligence Applications

Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents

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Machado, Marlos C., Bellemare, Marc G., Talvitie, Erik, Veness, Joel, Hausknecht, Matthew, Bowling, Michael·2018·Journal of Artificial Intelligence Research

Abstract

The Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been receiving increasing attention from the scientific community, leading to some high-profile success stories such as the much publicized Deep Q-Networks (DQN). In this article we take a big picture look at how the ALE is being used by the research community. We show how diverse the evaluation methodologies in the ALE have become with time, and highlight some key concerns when evaluating agents in the ALE. We use this discussion to present some methodological best practices and provide new benchmark results using these best practices. To further the progress in the field, we introduce a new version of the ALE that supports multiple game modes and provides a form of stochasticity we call sticky actions. We conclude this big picture look by revisiting challenges posed when the ALE was introduced, summarizing the state-of-the-art in various problems and highlighting problems that remain open.

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  • The standard protocol for the Atari benchmark is to use 200M environment interactions per game.

    “For instance, the standard protocol for the Atari benchmark (a set of environments that require limited generalisation (Cobbe et al., 2020)) is to use 200M environment interactions per game (Machado et al., 2018)”

    From Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning (2024) · cites this paper as Machado et al., 2018

    Section 6.1 reports benchmark evaluations at 10, 50, 100, and 200 million frames across 60 Atari games, so 200 million is a benchmark threshold in this paper. Section 4.2 presents those thresholds as the authors’ proposed evaluation protocol, not a universal standard. The paper also distinguishes frames from agent steps: with a frame skip of four, 200 million frames correspond to fewer agent decisions, so calling them 200 million environment interactions is imprecise. (LLM, conf=0.87)

    Experimental — accuracy not yet measured
  • The study abides by Machado et al. (2018)'s recommendations of evaluation protocol, including the use of stochasticity, ignoring the lives signal, and reporting the average performance during training.

    “We abide by Machado et al. (2018)'s recommendations of evaluation protocol, including the use of stochasticity, ignoring the lives signal, and reporting the average performance during training.”

    From Loss of Plasticity in Continual Deep Reinforcement Learning (2023) · cites this paper as Machado et al. (2018)

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Research works printed but not linked: 8

  1. Hausknecht, M.; Lehman, J.; Miikkulainen, R.; and Stone, P. 2013. A neuroevolution approach to general atari game playing. In IEEE Transactions on Computational Intelli- gence and AI in Games.
  2. Mnih, V.; Kavukcuoglu, K.; Silver, D.; Graves, A.; Antonoglou, I.; Wierstra, D.; and Riedmiller, M. 2013. Playing atari with deep reinforcement learning. CoRR abs/1312.5602. · arXiv
  3. Albrecht, S. V., L., J. C., Buckeridge, D. L., Botea, A., Caragea, C., Chi, C., Damoulas, T., Dilkina, B. N., Eaton, E., Fazli, P., Ganzfried, S., Lindauer, M. T., Machado, M. C., Malitsky, Y., Marcus, G., Meijer, S., Rossi, F., Shaban-Nejad, A., Thiebaux, S., Veloso, M. M., Walsh, T., Wang, C., Zhang, J., & Zheng, Y. (2015). Reports on the 2015 AAAI Workshop Program. AI Magazine, 36 (2), 90-101.
  4. Campbell, M., Hoane, Jr., A. J., & Hsu, F.-h. (2002). Deep Blue. Artificial Intelligence, 134 (1-2), 57-83.
  5. Harutyunyan, A., Bellemare, M. G., Stepleton, T., & Munos, R. (2016). Q(λ) with Off- Policy Corrections. In Proceedings of the International Conference on Algorithmic Learning Theory (ALT), pp. 305-320.
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  8. Nair, A., Srinivasan, P., Blackwell, S., Alcicek, C., Fearon, R., Maria, A. D., Panneershelvam, V., Suleyman, M., Beattie, C., Petersen, S., Legg, S., Mnih, V., Kavukcuoglu, K., & Silver, D. (2015). Massively Parallel Methods for Deep Reinforcement Learning. In ICML Deep Learning Workshop.

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Authors
Machado, M. C., Bellemare, M. G., Talvitie, E., Veness, J., Hausknecht, M., & Bowling, M.
Affiliations
  • University of Alberta (CA)
  • Franklin & Marshall College (US)
  • Google DeepMind (United Kingdom) (GB)
  • Microsoft (United States) (US)
Venue
Journal of Artificial Intelligence Research
Published
2018-03-19
Volume
61
Pages
523-562
ISSN
1076-9757 (ISSN-L)
OpenAlex
W2754879180
Cited by
359
References
93
Citations by year
2026: 9 · 2025: 16 · 2024: 21 · 2023: 27 · 2022: 30 · 2021: 71 · 2020: 71 · 2019: 73 · 2018: 39 · 2017: 2
FWCI
35.74
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • Journal of Artificial Intelligence Research (publishedVersion, cc-by)
  • arXiv (Cornell University) (submittedVersion)
  • arXiv (Cornell University)
Funders
  • National Science Foundation (1552533)
  • Compute Canada
  • Alberta Machine Intelligence Institute
  • DeepMind
  • Alberta Innovates - Technology Futures
  • Alberta Innovates
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Reinforcement Learning in Robotics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence Applications
Keywords
Arcade Learning Environment, evaluation methodology, benchmark results, deep Q-network, game modes, evaluation best practices

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