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Atari games are widely used in Reinforcement Learning (RL) research as a standard benchmark. https://github.com/Farama-Foundation/Arcade-Learning-Environment h
by johnb231 1y ago
Atari games are widely used in Reinforcement Learning (RL) research as a standard benchmark.
https://github.com/Farama-Foundation/Arcade-Learning-Environment https://github.com/Farama-Foundation/Arcade-Learning-Environ...
The goal is to develop algorithms that generalize to other tasks.
- sigmoid10 1y agoThey were highly used. OpenAI even included them in their RL Gym library back in the old days when they were still doing open research. But if you look at this leaderboard from 7 (yes, seven!) years ago [1], most of them were already solved way beyond human capabilities. But we didn't get a really useful general purpose algorithm out of it. As an AI researcher, I always considered Atari a fun academic exercise, but nothing more. Similar to how recognising characters using convnets was cool in the nineties and early 00s, but didn't give us general purpose image understanding. Only modern GPUs and massive training datasets did. Nowadays most cutting-edge RL game research focuses on much more advanced games like Minecraft which is thought to be better suited. But I'm pretty sure it's still not enough. Even role-playing GTA VI won't be. We probably need a pretty advanced physical simulation of the real world before we can get agents to handle the real world. But that means solving the problem of generating such an environment first, because you can't train on the actual real world due to the sample inefficiency of all current algorithms. Nvidia is doing some really interesting research in this direction by combining physics simulation and image generation models to simulate an environment, while getting accuracy and diversity at the same time into training data. But it still feels like some key ingredient is missing. [1]https://github.com/cshenton/atari-leaderboard https://github.com/cshenton/atari-leaderboard
- mschuster91 1y ago> But it still feels like some key ingredient is missing. Continuous training is the key ingredient. Humans can use existing knowledge and apply it to new scenarios, and so can most AI. But AI cannot permanently remember the result of its actions in the real world, and so its body of knowledge cannot expand. Take a toddler and an oven. The toddler has no concept of what an oven is other than maybe that it smells nice. The toddler will touch the oven, notice that it experiences pain (because the oven is hot) and learn that oven = danger. Place a current AI in a droid toddler body? It will never learn and keep touching the oven as soon as the information of "oven = danger" is out of the context window. For some cases this inability to learn is actually desirable. You don't want anyone and everyone to be able to train ChatGPT unsupervised, otherwise you get 4chan flooding it with offensive crap like they did to Tay [1], but for AI that physically interacts with the meatspace, constant evaluation and learning is all but mandatory if it is to safely interact with its surroundings. "Dumb" robots run regular calibration cycles for their limbs to make sure they are still aligned to compensate for random deviations, and so will AI robots. [1] https://en.wikipedia.org/wiki/Tay_(chatbot) https://en.wikipedia.org/wiki/Tay_(chatbot)
- sigmoid10 1y agoThis kind of context management is not that hard, even when building LLMs. Especially when you have huge windows like we do today. Look at how ChatGPT can remember things permanently after you said them once using a function call to edit the permanent memory section inside the context. You can also see that in Anthropic's latest post on Claude 4 where it learns to play Pokemon. The only remaining issue here is maybe how to diffuse explicit knowledge from the stored context into the weights. Andrej Karpathy wrote a good piece on this recently. But personally I believe this might not even be necessary if you can manage your context well enough and see it more like RAM while the LLM is the CPU. For your example you can then always just fetch such information from a permanent storage like a VDB and load it into context once you enter an area in the real world.
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- mschuster91 1y ago> This kind of context management is not that hard, even when building LLMs. It is, at least if you wish to be in the meatspace, that's my point. Every day has 86400 seconds during which a human brain constantly adapts to and learns from external input - either directly as it's being awake or indirectly during nighttime cleanup processes. On top of that, humans have built-in filters for training. Basically, we see some drunkard shouting about the Hollow Earth on the sidewalk... our brain knows that this is a drunkard and that Hollow Earth is absolutely crackpot material, so if it stores anything at all then the fact that there is a drunkard on that street and one might take another route next time, but the drunkard's rambling is forgotten maybe five minutes later. AI, in contrast, needs to be hand-held by humans during training that annotate, "grade" or weigh information during the compilation of the training dataset, in order that the AI knows what is written in "Mein Kampf" so it can answer questions upon it, but that it also knows (or at least: won't openly regurgitate) that the solution to economic problems isn't to just deport Jews. And huge context windows aren't the answer either. My wife says me, she would like to have a fruit cake for her next birthday. I'll probably remember that piece of information (or at the very least I'll write it down)... but an AI butler? I'd be really surprised if this is still in its context space in a year, and even if it is, I would not be surprised if it weren't able to recall that fact. And the final thing is prompts... also not the answer. We've seen it just a few days ago with Grok - someone messed with the system prompt so it randomly interjected "white genocide" claims into completely unrelated conversation [1] despite hopefully being trained on a ... more civilised dataset, and to the contrary, we've also seen Grok reply to Twitter questions in a way that suggest that it is aware its training data is biased. [1] https://www.reuters.com/business/musks-xai-updates-grok-chatbot-after-white-genocide-comments-2025-05-17/ https://www.reuters.com/business/musks-xai-updates-grok-chat...
- newsclues 1y agoBeing highly used in the past is good, it's a benchmark to compare against.
- gregdeon 1y agoI watched the talk live. I felt that his main argument was that Atari _looks_ solved, but there's still plenty of value that could be gained by revisiting these "solved" games. For one, learning how to play games through a physical interface is a way to start engaging with the kinds of problems that make robotics hard (e.g., latency). They're also a good environment to study catastrophic forgetting: an hour of training on one game shouldn't erase a model's ability to play other games. I think we could eventually saturate Atari, but for now it looks like it's still a good source of problems that are just out of reach of current methods.
- koolala 1y agoIs a highly specialized bespoke robot for a Atari controller really that different? If anyone cared about latency they could have added it to the emulated controls and video with random noise.
- gregdeon 1y agoI think it is. Latency was just one of the problems he described. A physical controller sometimes adds "phantom inputs" as the joystick transitions between two inputs. Physical actuators also slow down with wear. A physical Atari-playing robot needs to learn qualitatively different strategies that are somewhat more robust to these problems. Emulators also let the bot take as much time as it needs between frames, which is much easier than playing in real time. To me, all of this makes a physical robot seem like a decent way to start engaging with problems that come up in robotics but not simulated games.
- Buttons840 1y agoMy impression is that Atari was 80% solved, and then researchers and companies moved on. A company solves self-driving 80% of the way and makes a lot of VC cash along the way. Then they solve intelligent chatbots 80% of the way and make a lot of VC cash along the way. Now they're working on solving humanoid robotics 80% of the way... I wonder why? In the end, we have technology that can do some neat tricks, but can't be relied upon. There are probably still some very hard problems in certain Atari games. Only the brave dare tackle these problems, because failure comes sharp and fast. Whereas, throwing more compute at a bigger LLM might not really accomplish anything, but we can make people think it accomplished something, and thus failure is not really possible.