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The standard "hard game" of that category is Montezuma's Revenge - which has no score, is easy to die right on the first screen, and requires a fairly complex s
by MrEldritch 8y ago
The standard "hard game" of that category is Montezuma's Revenge - which has no score, is easy to die right on the first screen, and requires a fairly complex series of actions to make any clearly visible progress (moving to the second screen) at all.
Deep Q Networks (the Atari AI you're thinking of) and really all reinforcement learning systems generally fail to make it past even the first screen.
- tialaramex 8y agoThe POPART paper actually shows that Montezuma's Revenge is one of the games in the standard set of Atari games they tested, and yup, their AI was no good at it.
- dane-pgp 8y agoThat game (and others like it) would probably be much easier if instead of optimising for score they optimised for "game states (pixel arrangements) that the AI hasn't seen before". This metric should correlate well with moving the player character around each screen, and getting to new screens, as well as picking up objects. I believe some researchers have tried this approach and had some success, but I'd like to see how far DeepMind (for example) could take it.