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Width-based Lookaheads with Learnt Base Policies and Heuristics Over the Atari-2600 Benchmark

NeurIPS 2021 · Reinforcement learning › Visual and representation RL · approach: RL for combinatorial routing · 0 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use N-CPL instead of π-IW(1)+Atari-2600 planning · Atari-2600, 53-game benchmarkpairwise game wins (average score): 260 (70.1%) vs 159 (42.9%)Helped
Use N-CPL instead of π-HIWAtari-2600 planning · Atari-2600, 53-game benchmarkpairwise game wins (average score): 260 (70.1%) vs 200 (53.9%)Helped
Use Depth instead of Classic novelty (ablation)N-CPL · Atari-2600, 53-game benchmarkpairwise game wins (average score): 260 (70.1%) -> 249 (67.1%)Hurt
Disable novelty pruning (ablation)N-CPL, producing CPL · Atari-2600, 53-game benchmarkpairwise game wins (average score): 260 (70.1%) -> 227 (61.2%)Hurt
Disable novelty pruning (ablation)N-CPL, producing CPL · Atari-2600 games with sparse meaningful rewardspairwise game wins (average score): 55 (65.5%) -> 62 (73.8%)Helped
Use Classic instead of Depth novelty (ablation)RIW · Atari-2600, 53-game benchmarkpairwise game wins (average score): 103 (27.8%) -> 94 (25.3%)Hurt
Use Classic instead of Depth novelty (ablation)N-CPL · Atari-2600 games with sparse meaningful rewardspairwise game wins (average score): 47 (56%) -> 55 (65.5%)Helped
Use N-CPL instead of π-IW(1)+Atari-2600 planning · Games with branching factor ≥ 10pairwise game wins (average score): 28/33 (84.8%)Helped
Use N-CPL instead of π-IW(1)+Atari-2600 planning · Games with branching factor < 10pairwise game wins (average score): 11/20 (55%)Mixed

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