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Deep Mind Playing Montezuma's Revenge with Intrinsic Motivation [video]

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Re: Deep Mind Playing Montezuma's Revenge with Intrinsic Motivation [video]

#41
post #12

Earlier quoted context omitted.

The ALE agents are almost always using grey-scale pixels in the first place (to save on processing and NN space requirements), so flipping the color makes no difference.

Is it learning the specific level layout or can it adapt when the screens are different and order swapped?

DQN is stateless, so at every point it's reacting to just the current frame (technically, the average of the last 4 frames IIRC) being fed into a CNN and outputing a motion. It doesn't care about ordering all that much because it has no memory. In this case, it's probably learning stuff like 'if there's a key, go towards it' and 'if you have a key, go towards a barrier'. If each screen keeps working the same way, then I guess it would achieve about the same performance as it does now. New screens with new layouts/patterns of enemies will test how well its learned heuristics generalize, though.

Personally, I think that someone should be trying a DQN with an RNN rather than CNN in it to see if that helps on the harder levels. Or better yet, combine it with some of the memory mechanisms and see if it can start doing some real long-term planning.

Re: Deep Mind Playing Montezuma's Revenge with Intrinsic Motivation [video]

#42
post #35
post #32

Earlier quoted context omitted.

I think if you watch a child play anything, even a video game, you'll see that when it's not immediately obvious what to do, a human will just 'mess around' and 'try stuff out' to 'just to see what happens'. As the paper says, the idea of novelty bonuses in reinforcement learning draws directly from discussions of curiosity and play and intrinsic motivation in animals and humans.

Initially, yes, but then as a human learns more about the game they begin to make plans at a much higher level than just the basic mechanics of moving around. In the video, the machine continues to die in very basic ways even after a hundred million iterations. A human who had played the game even a tiny fraction of that many times would be expected to complete an entire play-through flawlessly. And this still doesn'…

You would get some boost if you use a NN factored to have game-specific module feeding into a universal game-playing NN: https://arxiv.org/abs/1511.06342 " Actor-Mimic: Deep Multitask and Transfer Reinforcement Learning", Parisotto et al 2015

> The ability to act in multiple environments and transfer previous knowledge to new situations can be considered a critical aspect of any intelligent agent. Towards this goal, we define a novel method of multitask and transfer learning that enables an autonomous agent to learn how to behave in multiple tasks simultaneously, and then generalize its knowledge to new domains. This method, termed "Actor-Mimic", exploits the use of deep reinforcement learning and model compression techniques to train a single policy network that learns how to act in a set of distinct tasks by using the guidance of several expert teachers. We then show that the representations learnt by the deep policy network are capable of generalizing to new tasks with no prior expert guidance, speeding up learning in novel environments. Although our method can in general be applied to a wide range of problems, we use Atari games as a testing environment to demonstrate these methods.

Re: Deep Mind Playing Montezuma's Revenge with Intrinsic Motivation [video]

#43
post #41

Earlier quoted context omitted.

Is it learning the specific level layout or can it adapt when the screens are different and order swapped?

DQN is stateless, so at every point it's reacting to just the current frame (technically, the average of the last 4 frames IIRC) being fed into a CNN and outputing a motion. It doesn't care about ordering all that much because it has no memory. In this case, it's probably learning stuff like 'if there's a key, go towards it' and 'if you have a key, go towards a barrier'. If each screen keeps working the same way, the…

I believe the input state is the past 4 frames stacked or concatenated.

Re: Deep Mind Playing Montezuma's Revenge with Intrinsic Motivation [video]

#44
post #5

Is it really true that Montezuma's Revenge is more challenging for DeepMind than Go, as they mention in the article?

I'd be surprised if it isn't, in many ways. Go is highly different from our normal reality so we have to learn how a series of very specific rules interact with each other and learn useful patterns.

Games like Montezuma's Revenge allow us to re-use huge amounts of already known information. We recognise there's a little person, and that's who we're controlling. We have expectations around what a jump might mean and that we probably shouldn't touch the skulls. We expect that moving off the screen to the next room then back goes to the first screen again. The game, in many ways, acts similarly to our normal reality (object persistence, motion, etc). We know we want to survive. We can even read the text on the screen and focus on increasing the numbers.

The AI has just has pixel values, and none of this information. It doesn't know about jumping, reality or skulls. It has a grayscale 42x42 view of something and is given a few ways of poking this world.

Edit - Perhaps another way of looking at it is this:

In go, you have 19x19 positions which can be in one of just 3 states. You must choose a move to make out of a large number of possibilities. This is repeated and the world changes very slowly.

In this game, you have 42x42 positions which can each be in a much larger number of possible states (somewhere between 8 and 128 I think). You have only a few possible moves but the world changes rapidly and sometimes completely. The interactions between the way the world changes in response to your actions are significantly more complicated.

Re: Deep Mind Playing Montezuma's Revenge with Intrinsic Motivation [video]

#45
post #40
post #39

Earlier quoted context omitted.

I think this technique -- in the title of the paper -- would transfer somewhat to other games, because it essentially encourages the player to go places it hasn't been [without simultaneously having it explore everything thoroughly]. So you use existing tools to encourage the player to survive, and then you add additional motivation to encourage the player to learn what it needs to do [ie explore]. And exploration is…

That's a shame. For a human, each game played helps to make the person better at all games. Play enough adventure games, for example, and one begins to recognize so many of the patterns and tropes at work that the solutions to puzzles jump out obviously and immediately in a single play-through. Moreover, we already have machines that are extremely proficient at solving very complex games when given enough context: ex…

Agreed. I think it's a pretty big open problem for ML / AI. How can learning about one thing help you do better at a related thing?

Because you're absolutely right that a human who is good at one platformer will take very little time to adjust to a new one.

I don't know much about NetHack, but seeing that it's a Roguelike, I think these new techniques should definitely be tried on it or something similar.

Re: Deep Mind Playing Montezuma's Revenge with Intrinsic Motivation [video]

#46
post #5

Is it really true that Montezuma's Revenge is more challenging for DeepMind than Go, as they mention in the article?

One thing is that for this kind of research, the goal seems to be "learn to play a game from scratch without any prior knowledge of the rules, physics, map, etc.". If you just wanted an AI that could beat Montezuma's Revenge, you could probably write one quite easily by giving it explicit knowledge of physics, hazards, goals, and strategy.

For example, last year an AI beat NetHack (an incredibly complicated game that I think gamers can agree is "harder" than Montezuma's Revenge, although it's turn-based rather than real-time) for the first time. But the NetHack-winning AI didn't learn to play NetHack like a human would, and the prospect of that is incredibly remote.

Instead, the NetHack AI was hard-coded full of extremely detailed domain knowledge about NetHack items, maps, commands, monsters, goals, etc., and used search strategies to explore the dungeon and perform specified tasks given that knowledge. So it was barely doing any learning at all (although the dungeon map, starting inventory, and item descriptions are randomized on every play, so it did have to learn those things each time, and had explicit strategies for doing so).

The from-scratch success at video games is what most impressed people about DeepMind's original work; they were able to beat a whole lot of Atari games without telling the AI how to play. But if you see the level of complexity of those Atari games, writing an AI to play them would not have been such an impressive feat in itself. Although Montezuma's Revenge is a lot more complicated than something like Breakout, I think exactly the same consideration applies here. A computer could easily be the best Montezuma's Revenge player in the world already, but getting it there without encoding knowledge of the game calls for substantive new research.

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