ImageNet classification with deep convolutional neural networks
Alex Krizhevsky, Ilya Sutskever et al.
3.4k
Citations
466
Influential Citations
Journal of Artificial Intelligence Research
Venue
2013
Year
In this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by developing and benchmarking domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. All of the software, including the benchmark agents, is publicly available.
The Arcade Learning Environment (ALE) paper is a foundational contribution to AI research, particularly in reinforcement learning. It addresses a critical need for a standardized, challenging, and reproducible evaluation platform for developing general, domain-independent agents. Before ALE, RL research often relied on simple, toy problems that did not capture the complexity of real-world tasks. ALE provides a diverse set of hundreds of Atari 2600 games, each with unique dynamics, visual inputs, and reward structures, making it an ideal testbed for evaluating agents that must generalize across tasks.
The paper's emphasis on a rigorous evaluation methodology is equally important. By proposing a consistent protocol for training and testing agents across many games, it enables fair comparisons between different approaches. This has been instrumental in driving progress in the field, as researchers can now measure improvements against a common benchmark. ALE's public availability has further accelerated research, allowing the community to build upon a shared infrastructure.
The paper reports empirical results on over 55 games, demonstrating that the platform can differentiate between agents and highlight their strengths and weaknesses. While specific numerical results are not detailed in the abstract, the key outcome is the establishment of ALE as a viable and challenging benchmark. The benchmark agents, while not achieving human-level performance, show that learning and planning techniques can make progress in these complex environments. The results underscore the difficulty of general intelligence and provide a baseline for future improvements.
ALE has had a profound impact on the field of AI. It became the primary testbed for deep reinforcement learning, most notably used in DeepMind's DQN paper, which achieved superhuman performance on many Atari games. This breakthrough catalyzed the modern deep RL revolution. ALE's influence extends beyond RL to areas like imitation learning, transfer learning, and intrinsic motivation, as it provides a rich environment for studying these problems. The platform's design and evaluation methodology have set a standard for benchmarking general agents, influencing subsequent benchmarks like the Procgen benchmark and the Atari 2600 suite in the Arcade Learning Environment. Today, ALE remains a cornerstone of AI research, enabling reproducible and comparable progress toward general intelligence.
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