Research map / Reinforcement learning / Policy gradient and actor-critic
CALE: Continuous Arcade Learning Environment
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Introduces CALE, a wrapper around the Atari 2600 emulator (Stella) in the ALE that replaces the 18 discrete joystick actions with a continuous 3-D action space, and provides SAC/PPO/SAC-D baselines on discrete-vs-continuous comparisons.
Problem
Standard ALE benchmarks only support discrete-action agents, so continuous-control methods (e.g., PPO, SAC) are rarely evaluated on Atari, leaving discrete and continuous agents without a unified comparison benchmark.
Approach
Map joystick motion to a continuous action space (polar coordinates r, theta plus a fire dimension) and discretize it via a threshold tau into the nine joystick positions and fire events, so the same Stella events and game dynamics are used for both discrete and continuous agents.
Key results
- SAC baseline on CALE reaches only about 0.4 IQM human-normalized score, far below DQN and Data-Efficient Rainbow on the ALE.
- Standard SAC sampling outperforms epsilon-greedy exploration in the 200M regime.
- Discrete-action SAC on the ALE dramatically underperforms continuous-action SAC on CALE.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use standard SAC exploration instead of ε-greedy exploration (ablation) | SAC on CALE · 200 million training regime | performance | Helped |
| Use the SAC convolutional encoder instead of the DQN convolutional encoder (ablation) | SAC on CALE · 100K and 200M training regimes | performance | Helped |
| Use SAC on CALE instead of DQN on ALE | SAC · 200 million training regime | aggregate performance | Hurt |
| Use SAC on CALE instead of Data-Efficient Rainbow on ALE | SAC · Atari 100K | aggregate performance | Hurt |
| Use categorical actions with SAC on ALE instead of continuous actions with SAC on CALE (ablation) | SAC · Atari | performance | Hurt |
| Use SAC instead of DQN | SAC and DQN · Asteroids, Bowling, Centipede | performance | Helped |
| Use SAC instead of DQN | SAC and DQN · Asterix, Boxing, MsPacman, Pong | performance | No clear effect |
| Use SAC instead of DQN | SAC and DQN · BankHeist, Breakout, SpaceInvaders | performance | Hurt |
| Increase the joystick threshold τ (ablation) | CALE agents · 100K and 200M training regimes | performance | Hurt |
| Use ε-greedy exploration instead of sampling from the categorical distribution (ablation) | SAC-D on ALE · Atari | performance | Helped |
Surprising findings
- Discrete-action SAC on the ALE underperforms continuous-action SAC on CALE, which the authors find surprising.
- Standard sampling-based exploration outperforms epsilon-greedy for continuous SAC, contrary to the common discrete-action practice.
Limitations
- Only SAC and PPO from Dopamine were evaluated as continuous agents, limiting baseline breadth.
- No minimal action set in CALE, disadvantaging continuous agents on games where ALE uses a reduced action set.
- SAC was not tuned for CALE, so the baseline gap may reflect tuning rather than inherent limits.
Experimental setup
Datasets: Arcade Learning Environment games (60 games; Atari 100K 26-game subset) RL Unplugged ALE dataset ExoRL DMC dataset
Benchmarks: Arcade Learning Environment (60 games, 200M frames) Atari 100K (26 games)
Metrics: interquartile mean (IQM) of human-normalized score per-game return
Baselines: DQN Data-Efficient Rainbow SAC-D PPO DER
Builds on: Arcade Learning Environment Stella emulator Soft Actor-Critic Dopamine Data-Efficient Rainbow
Closest papers by meaning
- Atari-5: Distilling the Arcade Learning Environment down to Five Games (ICML 2023 · similarity 0.85)
- AgentOdyssey: Open-Ended Long-Horizon Text Game Generation for Test-Time Continual Learning Agents (NeurIPS 2026 · similarity 0.80)
- Learning to Play Atari in a World of Tokens (ICML 2024 · similarity 0.80)
- BlendRL: A Framework for Merging Symbolic and Neural Policy Learning (ICLR 2025 · similarity 0.80)
- Using Unity to Help Solve Reinforcement Learning (NeurIPS 2024 · similarity 0.80)
- Investigating Pre-Training Objectives for Generalization in Vision-Based Reinforcement Learning (ICML 2024 · similarity 0.80)
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