Game-independent AI agents for playing Atari 2600 console games
By Yavar Naddaf. 2010
46 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Computer Vision and Pattern Recognition, Reinforcement Learning
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Sergey Levine
- Jeff Clune
- Pieter Abbeel
- Kenneth O. Stanley
- Shimon Whiteson
- Joel Lehman
- Marc G. Bellemare
- J. Urgen Schmidhuber
In Computer Vision and Pattern Recognition
- Luc Van Gool
- Trevor Darrell
- Andrea Vedaldi
- Joel Lehman
- Jitendra Malik
- Peter Stone
- Andrew Zisserman
- Dacheng Tao
In Reinforcement Learning
- Marc G. Bellemare
- Sergey Levine
- Matthew J. Hausknecht
- Michael H. Bowling
- Jeff Clune
- Pieter Abbeel
- Shimon Whiteson
- Peter Stone
Citations in the corpus
- Investigating Contingency Awareness Using Atari 2600 Games (2012, methodology): “The Basic method, derived from BASS (Naddaf 2010), encodes the presence of colors on the Atari screen. The background is first removed using a histogram method, described in Naddaf’s work (2010). Each game background is precomputed offline, using a sample trajectory containing 18,000 observations co”
- The Arcade Learning Environment: An Evaluation Platform for General Agents (2012, methodology): “Of these sets of features, BASS, DISCO and RAM were originally introduced by Naddaf (2010), while the rest are novel.”
- Sketch-Based Linear Value Function Approximation (2012, methodology): “The Atari domain was proposed as a game-independent platform for AI research by Naddaf [17].”
- Deep Apprenticeship Learning for Playing Video Games (2015, methodology): “To collect training data we modified the Arcade Learning Environment to record states (video frames) and actions (button presses) while a human plays the game.”
- A Comparison of learning algorithms on the Arcade Learning Environment (2014, background): “Naddaf (2010) presents some tables comparing decay and learning rates for 4 of the training set games.”
- Regularization in reinforcement learning (2011, unknown): “, 2007], and Atari 2600 console games [Naddaf, 2010].”
- Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents (2017, methodology): “For the behavior characterization, we follow an idea from Naddaf (2010) and concatenate Atari game RAM states for each timestep in an episode.”
- A Neuroevolution Approach to General Atari Game Playing (2014, methodology): “The Atari domain was first used as a research platform [11], then modified to interface with learning agents [3], [33], and released as ALE.”
- HyperNEAT-GGP: a hyperNEAT-based atari general game player (2012, methodology): “Results are averaged across five runs of HyperNEAT-GGP evolution and compared with previous results obtained using gradient descent Sarsa(λ) with linear function approximation[11].”