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Atari-5: Distilling the Arcade Learning Environment down to Five Games

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arxiv 2210.02019 v1 pith:QN2HUCVO submitted 2022-10-05 cs.AI cs.LG

classification cs.AIcs.LG
keywords gamesgamelearningarcadeatari-5benchmarkenvironmentfive
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The Arcade Learning Environment (ALE) has become an essential benchmark for assessing the performance of reinforcement learning algorithms. However, the computational cost of generating results on the entire 57-game dataset limits ALE's use and makes the reproducibility of many results infeasible. We propose a novel solution to this problem in the form of a principled methodology for selecting small but representative subsets of environments within a benchmark suite. We applied our method to identify a subset of five ALE games, called Atari-5, which produces 57-game median score estimates within 10% of their true values. Extending the subset to 10-games recovers 80% of the variance for log-scores for all games within the 57-game set. We show this level of compression is possible due to a high degree of correlation between many of the games in ALE.

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. Is Exploration or Optimization the Problem for Deep Reinforcement Learning?

    cs.LG 2025-08 reject novelty 4.0 of 10

    Deep RL agents' best experienced trajectories are 2-3 times better than their learned policy's average return, suggesting exploitation and optimization issues dominate exploration challenges.

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