Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents
Open accessAbstract
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 measuredThe 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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A Survey of Zero-shot Generalisation in Deep Reinforcement Learning
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Exploration in Deep Reinforcement Learning: From Single-Agent to Multiagent Domain
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Self-Supervised Exploration via DisagreementPreprint
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A Survey of Deep Reinforcement Learning in Video GamesPreprint
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ChainerRL: A Deep Reinforcement Learning LibraryPreprint
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Behaviour Suite for Reinforcement LearningPreprint
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Contingency-Aware Exploration in Reinforcement LearningPreprint
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Learning with AMIGo: Adversarially Motivated Intrinsic GoalsPreprint
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Hyperbolic Discounting and Learning over Multiple HorizonsPreprint
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Making Efficient Use of Demonstrations to Solve Hard Exploration ProblemsPreprint
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Automatic Data Augmentation for Generalization in Reinforcement LearningPreprint
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Re-evaluating EvaluationPreprint
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Continual Reinforcement Learning in 3D Non-stationary Environments
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Off-Policy Evaluation via Off-Policy ClassificationPreprint
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Gossip-based Actor-Learner Architectures for Deep Reinforcement LearningPreprint
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On Bonus-Based Exploration Methods in the Arcade Learning EnvironmentPreprint
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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
- Publisher
- AI Access Foundation
- 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
- diamond
- doi.org
- 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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