• DocumentCode
    20310
  • Title

    A Neuroevolution Approach to General Atari Game Playing

  • Author

    Hausknecht, Matthew ; Lehman, Joel ; Miikkulainen, Risto ; Stone, Peter

  • Author_Institution
    Dept. of Comput. Sci., Univ. of Texas at Austin, Austin, TX, USA
  • Volume
    6
  • Issue
    4
  • fYear
    2014
  • fDate
    Dec. 2014
  • Firstpage
    355
  • Lastpage
    366
  • Abstract
    This paper addresses the challenge of learning to play many different video games with little domain-specific knowledge. Specifically, it introduces a neuroevolution approach to general Atari 2600 game playing. Four neuroevolution algorithms were paired with three different state representations and evaluated on a set of 61 Atari games. The neuroevolution agents represent different points along the spectrum of algorithmic sophistication - including weight evolution on topologically fixed neural networks (conventional neuroevolution), covariance matrix adaptation evolution strategy (CMA-ES), neuroevolution of augmenting topologies (NEAT), and indirect network encoding (HyperNEAT). State representations include an object representation of the game screen, the raw pixels of the game screen, and seeded noise (a comparative baseline). Results indicate that direct-encoding methods work best on compact state representations while indirect-encoding methods (i.e., HyperNEAT) allow scaling to higher dimensional representations (i.e., the raw game screen). Previous approaches based on temporal-difference (TD) learning had trouble dealing with the large state spaces and sparse reward gradients often found in Atari games. Neuroevolution ameliorates these problems and evolved policies achieve state-of-the-art results, even surpassing human high scores on three games. These results suggest that neuroevolution is a promising approach to general video game playing (GVGP).
  • Keywords
    computer games; covariance matrices; genetic algorithms; learning (artificial intelligence); multi-agent systems; neural nets; CMA-ES; GVGP; HyperNEAT; TD learning; algorithmic sophistication; compact state representation; conventional neuroevolution; covariance matrix adaptation evolution strategy; domain-specific knowledge; general Atari 2600 game playing; general video game playing; higher dimensional representation; indirect network encoding; indirect-encoding method; neuroevolution agents; neuroevolution algorithm; neuroevolution approach; neuroevolution of augmenting topology; object representation; raw game screen; sparse reward gradient; state representations; state spaces; temporal-difference learning; video games; weight evolution; Algorithm design and analysis; Artificial neural networks; Encoding; Games; Network topology; Topology; Algorithms; artificial neural networks; evolutionary computation; genetic algorithms; neural networks;
  • fLanguage
    English
  • Journal_Title
    Computational Intelligence and AI in Games, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1943-068X
  • Type

    jour

  • DOI
    10.1109/TCIAIG.2013.2294713
  • Filename
    6756960