Visualizing and Understanding Atari Agents

Authors: Samuel Greydanus, Anurag Koul, Jonathan Dodge, Alan Fern

ICML 2018 | Conference PDF | Archive PDF | Plain Text | LLM Run Details

Reproducibility Variable Result LLM Response
Research Type Experimental In this paper, we take a step toward explaining deep RL agents through a case study using Atari 2600 environments. ... We also test our method on non-expert human subjects and find that it improves their ability to reason about these agents. Overall, our results show that saliency information can provide significant insight into an RL agent s decisions and learning behavior. ... 4. Experiments
Researcher Affiliation Academia 1Oregon State University, Corvallis, Oregon, USA.
Pseudocode No The paper does not contain structured pseudocode or algorithm blocks.
Open Source Code Yes We make our code and results available online1. 1github.com/greydanus/visualize atari
Open Datasets Yes We trained agents on Pong, Breakout, and Space Invaders using the Open AI Gym API (Brockman et al., 2016; Bellemare et al., 2013).
Dataset Splits No The paper does not provide specific validation dataset split information (exact percentages, sample counts, or detailed splitting methodology).
Hardware Specification No The paper mentions '20 CPU processes' but does not specify exact CPU models, types, or any GPU details used for running experiments.
Software Dependencies No The paper mentions software like 'Open AI Gym API' and 'A3C RL algorithm' and 'Adam optimizer' but does not provide specific version numbers for these or other dependencies.
Experiment Setup Yes All of our Atari agents have the same recurrent architecture. The input at each time step is a preprocessed version of the current frame. Preprocessing consisted of gray-scaling, down-sampling by a factor of 2, cropping the game space to an 80 80 square and normalizing the values to [0, 1]. This input is processed by 4 convolutional layers (each with 32 filters, kernel sizes of 3, strides of 2, and paddings of 1), followed by an LSTM layer with 256 hidden units and a fully-connected layer with n + 1 units... We used the A3C RL algorithm (Mnih et al., 2016) with a learning rate of α = 10 4, a discount factor of γ = 0.99, and computed loss on the policy using Generalized Advantage Estimation with λ = 1.0 (Schulman et al., 2016). Each policy was trained asynchronously for a total of 40 million frames...