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Research map / Multi-agent systems and games / Human-AI and goal-conditioned

Planning With Pixels in (Almost) Real Time

AAAI 2018 · Multi-agent systems and games › Human-AI and goal-conditioned · approach: World-model-based agents · 14 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use Rollout IW(1) instead of breadth-first IW(1) (ablation)IW(1) planning over B-PROST screen features · Atari games (58 games), 0.5s budgetgames scoring at least human: 7 (14.2%) -> 19 (38.7%)Helped
Add risk-averse reward shaping (ablation)Rollout IW(1) · Atari games (58 games), 0.5s budgetgames scoring at least human: 19 (38.7%) -> 22 (44.8%)Helped
Add subscoring (ablation)RA Rollout IW(1) · Atari games (58 games), 0.5s budgetgames scoring at least human: 22 (44.8%) -> 25 (51.0%)Helped
Add subscoring (ablation)RA Rollout IW(1) · Atari games (58 games), 32s budgetgames scoring at least human: 35 (71.4%) -> 37 (75.5%)Helped
Add risk-averse reward shaping and subscoring (ablation)Rollout IW(1) · Montezuma's Revenge, 0.5sscore: 0.0 -> 100.0Helped
Increase the decision-time budgetRAS Rollout IW(1) · Atari games (58 games)games scoring at least human: 25 (51.0%) -> 37 (75.5%)Helped
Use screen B-PROST features rather than RAM statesIW(1) · Atari games, fixed time budgetscoreMixed

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