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In recent years, significant progress has been made in the field of robotic reinforcement learning (RL), enabling methods that handle complex image observations, train in the real world, and incorporate auxiliary data, such as…
We introduce Autoverse, an evolvable, domain-specific language for single-player 2D grid-based games, and demonstrate its use as a scalable training ground for Open-Ended Learning (OEL) algorithms. Autoverse uses cellular-automaton-like…
Autonomous artificial agents must be able to learn behaviors in complex environments without humans to design tasks and rewards. Designing these functions for each environment is not feasible, thus, motivating the development of intrinsic…
Deep reinforcement learning (DRL) has made great achievements since proposed. Generally, DRL agents receive high-dimensional inputs at each step, and make actions according to deep-neural-network-based policies. This learning mechanism…
Large Language Models (LLMs) are rapidly saturating existing benchmarks, necessitating new open-ended evaluations. We introduce the Factorio Learning Environment (FLE), based on the game of Factorio, that tests agents in long-term planning,…
Atari games have been a long-standing benchmark in the reinforcement learning (RL) community for the past decade. This benchmark was proposed to test general competency of RL algorithms. Previous work has achieved good average performance…
Playing video games requires perception, memory, and planning, exactly the faculties modern large language model (LLM) agents are expected to master. We study the major challenges in using popular video games to evaluate modern LLMs and…
Deep reinforcement learning (RL) has emerged as a promising approach for autonomously acquiring complex behaviors from low level sensor observations. Although a large portion of deep RL research has focused on applications in video games…
Realtime environments change even as agents perform action inference and learning, thus requiring high interaction frequencies to effectively minimize regret. However, recent advances in machine learning involve larger neural networks with…
Deep reinforcement learning (RL) algorithms are predominantly evaluated by comparing their relative performance on a large suite of tasks. Most published results on deep RL benchmarks compare point estimates of aggregate performance such as…
Experience replay is widely used in deep reinforcement learning algorithms and allows agents to remember and learn from experiences from the past. In an effort to learn more efficiently, researchers proposed prioritized experience replay…
The combination of Reinforcement Learning (RL) with deep learning has led to a series of impressive feats, with many believing (deep) RL provides a path towards generally capable agents. However, the success of RL agents is often highly…
For sophisticated reinforcement learning (RL) systems to interact usefully with real-world environments, we need to communicate complex goals to these systems. In this work, we explore goals defined in terms of (non-expert) human…
A general approach to knowledge transfer is introduced in which an agent controlled by a neural network adapts how it reuses existing networks as it learns in a new domain. Networks trained for a new domain can improve their performance by…
Going from research to production, especially for large and complex software systems, is fundamentally a hard problem. In large-scale game production, one of the main reasons is that the development environment can be very different from…
A key challenge in model-based reinforcement learning (RL) is to synthesize computationally efficient and accurate environment models. We show that carefully designed generative models that learn and operate on compact state…
Recent times have witnessed sharp improvements in reinforcement learning tasks using deep reinforcement learning techniques like Deep Q Networks, Policy Gradients, Actor Critic methods which are based on deep learning based models and…
To achieve general artificial intelligence, reinforcement learning (RL) agents should learn not only to optimize returns for one specific task but also to constantly build more complex skills and scaffold their knowledge about the world,…
In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels, but this generation procedure is slow,…
Consider a strongly monotone game where the players' utility functions include a reward function and a linear term for each dimension, with coefficients that are controlled by the manager. Gradient play converges to a unique Nash…