Cited by 93Reinforcement Learning in RoboticsArtificial Intelligence in GamesAI-based Problem Solving and Planning

Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning

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Juliani, Arthur, Khalifa, Ahmed, Berges, Vincent-Pierre, Harper, Jonathan, Teng, Ervin, Henry, Hunter, Crespi, Adam, Togelius, Julian +1 more·2019·Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence

Abstract

The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive video games. We propose a new benchmark - Obstacle Tower: a high fidelity, 3D, 3rd person, procedurally generated environment. An agent in Obstacle Tower must learn to solve both low-level control and high-level planning problems in tandem while learning from pixels and a sparse reward signal. Unlike other benchmarks such as the Arcade Learning Environment, evaluation of agent performance in Obstacle Tower is based on an agent's ability to perform well on unseen instances of the environment. In this paper we outline the environment and provide a set of baseline results produced by current state-of-the-art Deep RL methods as well as human players. These algorithms fail to produce agents capable of performing near human level.

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Authors
Juliani, A., Khalifa, A., Berges, V.-P., Harper, J., Teng, E., Henry, H., Crespi, A., Togelius, J., & Lange, D.
Affiliations
  • Unity Technologies
  • New York University (US)
Venue
Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence
Published
2019-08
Pages
2684-2691
OpenAlex
W2914898814
Cited by
93
References
6
Citations by year
2026: 1 · 2025: 4 · 2024: 4 · 2023: 13 · 2022: 10 · 2021: 16 · 2020: 33 · 2019: 10 · 2018: 2
FWCI
6.60
Type
conference paper
Language
en
Open access
Locations
  • International Joint Conference on Artificial Intelligence (publishedVersion)
  • arXiv (Cornell University) (submittedVersion)
  • OAR@UM (University of Malta) (submittedVersion, other-oa)
  • arXiv (Cornell University)
Funders
National Science Foundation (1717324)
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 › AI-based Problem Solving and Planning
Keywords
benchmark environments, procedural content generation, low-level control, high-level planning, sparse rewards, deep reinforcement learning, human performance comparison

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