Classical Planning with Simulators: Results on the Atari Video Games
By Nir Lipovetzky, Miquel Ramírez, Hector Geffner. 2015
89 citations recorded by the source corpus.
Subfields: 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 Reinforcement Learning
- Sergey Levine
- Yuxi Li
- Marlos C. Machado
- Pieter Abbeel
- Honglak Lee
- Michael H. Bowling
- Erik Talvitie
- Marc G. Bellemare
Citations in the corpus
- Go-Explore: a New Approach for Hard-Exploration Problems (2019, neutral): “The location of the agent could be extracted by training a simple classifier, or in an unsupervised way through contingency-awareness [39], but it turns out that, in both Montezuma’s Revenge and Pitfall, some pixel values only occur in the character sprite, making it trivial to identify the characte”
- Learning to Prune Dominated Action Sequences in Online Black-Box Planning (2016, methodology): “As with previous work (Bellemare et al. 2013; Lipovetzky, Ramirez, and Geffner 2015), all algorithms cache simulation results, so simulations are not executed for cached states, and cached states do not count against the simulation frame budget.”
- The Benchmark Lottery (2021, background): “While in some publications episodes terminate when the game is over [Bellemare et al., 2013, Hausknecht et al., 2014, Liang et al., 2015, Lipovetzky et al., 2015, Martin et al., 2017], while others papers choose to terminate the training episodes for a subset of the games when the agent loses a…”
- State of the Art Control of Atari Games Using Shallow Reinforcement Learning (2015, methodology): “These feature sets were, for some time, the standard representations for Atari 2600 games, being directly used in other work [7, 16, 17] or serving as the base for more elaborate feature sets [4].”
- Model-free, Model-based, and General Intelligence (2018, methodology): “In particular, IW(1) has been used effectively as an on-line planner in the Atari video games in two modes: with the memory states of the emulator [Lipovetzky et al., 2015] and with the screen states [Bandres et al.”
- Selecting Subgoals using Deep Learning in Minecraft : A Preliminary Report (2016, background): “Deep Learning has recently been brought into the domain of video games including Atari [Mnih et al., 2015] [Lipovetsky et al., 2015].”
- Deep Learning for Reward Design to Improve Monte Carlo Tree Search in ATARI Games (2016, background): “There are a number of approaches to building ATARI game players, including some that do not use DL (e.g., Bellemare et al. 2012a, 2012b, 2013a, Lipovetzky et al. 2015).”