Progress in machine learning is measured by careful evaluation on problems of outstanding common interest. However, the proliferation of benchmark suites and environments, adversarial attacks, and other complications has diluted the basic evaluation model by overwhelming researchers with choices. Deliberate or accidental cherry picking is increasingly likely, and designing well-balanced evaluation suites requires increasing effort. In this paper we take a step back and propose Nash averaging. The approach builds on a detailed analysis of the algebraic structure of evaluation in two basic scenarios: agent-vs-agent and agent-vs-task. The key strength of Nash averaging is that it automatically adapts to redundancies in evaluation data, so that results are not biased by the incorporation of easy tasks or weak agents. Nash averaging thus encourages maximally inclusive evaluation -- since there is no harm (computational cost aside) from including all available tasks and agents.
A comprehensive study of performance metrics for machine learning and AI can be found in @cite_82 @cite_21 @cite_72 @cite_0 @cite_10 . There is a long history of psychometric evaluation in humans, some of which has been applied in artificial intelligence @cite_35 @cite_32 @cite_58 . Bradley-Terry models provide a general framework for pairwise comparison @cite_54 . Researchers have recently taken a second look at the arcade learning environment @cite_2 and introduced new performance metrics @cite_18 . However, the approach is quite particular. Recent work using agents to evaluate games has somewhat overlapping motivation with this paper @cite_80 @cite_11 @cite_14 @cite_51 @cite_13 . Item response theory is an alternative, and likely complementary, approach to using agents to evaluate tasks @cite_9 that has recently been applied to study the performance of agents on the Arcade Learning Environment @cite_6 .
@cite_13 @cite_35 @cite_18 @cite_11 @cite_14 @cite_54 @cite_21 @cite_9 @cite_32 @cite_6 @cite_0 @cite_72 @cite_2 @cite_51 @cite_80 @cite_58 @cite_10 @cite_82
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In this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by developing and benchmarking domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. All of the software, including the benchmark agents, is publicly available. In this work we aim to solve a large collection of tasks using a single reinforcement learning agent with a single set of parameters. A key challenge is to handle the increased amount of data and extended training time, which is already a problem in single task learning. We have developed a new distributed agent IMPALA (Importance-Weighted Actor Learner Architecture) that can scale to thousands of machines and achieve a throughput rate of 250,000 frames per second. We achieve stable learning at high throughput by combining decoupled acting and learning with a novel off-policy correction method called V-trace, which was critical for achieving learning stability. We demonstrate the effectiveness of IMPALA for multi-task reinforcement learning on DMLab-30 (a set of 30 tasks from the DeepMind Lab environment (, 2016)) and Atari-57 (all available Atari games in Arcade Learning Environment (, 2013a)). Our results show that IMPALA is able to achieve better performance than previous agents, use less data and crucially exhibits positive transfer between tasks as a result of its multi-task approach. This research describes a study into the ability of a state of the art reinforcement learning algorithm to learn to perform multiple tasks. We demonstrate that the limitation of learning to performing two tasks can be mitigated with a competitive training method. We show that this approach results in improved generalization of the system when performing unforeseen tasks. The learning agent assessed is an altered version of the DeepMind deep Q–learner network (DQN), which has been demonstrated to outperform human players for a number of Atari 2600 games. The key findings of this paper is that there were significant degradations in performance when learning more than one game, and how this varies depends on both similarity and the comparative complexity of the two games. Common benchmark data sets, standardized performance metrics, and baseline algorithms have demonstrated considerable impact on research and development in a variety of application domains. These resources provide both consumers and developers of technology with a common framework to objectively compare the performance of different algorithms and algorithmic improvements. In this paper, we present such a framework for evaluating object detection and tracking in video: specifically for face, text, and vehicle objects. This framework includes the source video data, ground-truth annotations (along with guidelines for annotation), performance metrics, evaluation protocols, and tools including scoring software and baseline algorithms. For each detection and tracking task and supported domain, we developed a 50-clip training set and a 50-clip test set. Each data clip is approximately 2.5 minutes long and has been completely spatially temporally annotated at the I-frame level. Each task domain, therefore, has an associated annotated corpus of approximately 450,000 frames. The scope of such annotation is unprecedented and was designed to begin to support the necessary quantities of data for robust machine learning approaches, as well as a statistically significant comparison of the performance of algorithms. The goal of this work was to systematically address the challenges of object detection and tracking through a common evaluation framework that permits a meaningful objective comparison of techniques, provides the research community with sufficient data for the exploration of automatic modeling techniques, encourages the incorporation of objective evaluation into the development process, and contributes useful lasting resources of a scale and magnitude that will prove to be extremely useful to the computer vision research community for years to come.