Cited by 56Reinforcement Learning in RoboticsArtificial Intelligence in GamesAI-based Problem Solving and Planning

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Multi-Game Decision Transformers

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Abstract

A longstanding goal of the field of AI is a method for learning a highly capable, generalist agent from diverse experience. In the subfields of vision and language, this was largely achieved by scaling up transformer-based models and training them on large, diverse datasets. Motivated by this progress, we investigate whether the same strategy can be used to produce generalist reinforcement learning agents. Specifically, we show that a single transformer-based model - with a single set of weights - trained purely offline can play a suite of up to 46 Atari games simultaneously at close-to-human performance. When trained and evaluated appropriately, we find that the same trends observed in language and vision hold, including scaling of performance with model size and rapid adaptation to new games via fine-tuning. We compare several approaches in this multi-game setting, such as online and offline RL methods and behavioral cloning, and find that our Multi-Game Decision Transformer models offer the best scalability and performance. We release the pre-trained models and code to encourage further research in this direction.

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  • Existing literature that studies scaling of neural architectures for decision-making typically assumes access to large datasets of near-expert demonstrations for behavior cloning.

    “Existing literature that studies scaling of neural architectures for decision-making typically assume access to large datasets of near-expert demonstrations for behavior cloning (Reed et al., 2022; Lee et al., 2022; Kumar et al., 2022; Schubert et al., 2023; Driess et al., 2023; Brohan et al., 2023).”

    From TD-MPC2: Scalable, Robust World Models for Continuous Control (2023) · cites this paper as Lee et al., 2022

    The Training Dataset section (p. 4) says this paper trains on both expert and non-expert behavior without filtering for expert demonstrations. Related Work (p. 3) contrasts its approach with a concurrent study whose data are exclusively near-optimal. Thus this paper is a contrary example, not an example of scaling research that assumes near-expert demonstrations for behavior cloning. (LLM, conf=0.86)

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  • Current approaches to generalist embodied agents suffer from the assumption of near-expert trajectories for behavior cloning, which severely limits the amount of available data.

    “current approaches to generalist embodied agents suffer from (a) the assumption of near-expert trajectories for behavior cloning which severely limits the amount of available data”

    From TD-MPC2: Scalable, Robust World Models for Continuous Control (2023) · cites this paper as Lee et al., 2022

    Section 4.8 (p. 9) finds that training only on expert data improves behavioral cloning, and Related Work (p. 3) describes one concurrent generalist agent trained exclusively on near-optimal data. These passages support an expert-data limitation for some approaches, but do not establish that current approaches generally assume near-expert trajectories or that this severely limits available data. (LLM, conf=0.84)

    Experimental — accuracy not yet measured

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Research works printed but not linked: 81

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Metadata

Authors
Lee, K.-H., Nachum, O., Yang, M. (., Lee, L., Freeman, D., Guadarrama, S., Fischer, I., Xu, W., Jang, E., Michalewski, H., & Mordatch, I.
Venue
Advances in Neural Information Processing Systems 35
Published
2022
Pages
27921-27936
ISSN
1049-5258 (ISSN-L)
OpenAlex
W7133261304
Cited by
54
References
0
Citations by year
2026: 8 · 2025: 9 · 2024: 24 · 2023: 11 · 2022: 2
FWCI
6.36
Type
conference paper
Language
en
Open access
Locations
  • neural information processing systems (publishedVersion)
  • arXiv (Cornell University) (submittedVersion)
  • arXiv (Cornell University) (cc-by)
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
decision transformer, game-playing agents, reinforcement learning

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