Benchmarks play a crucial role in the development and analysis of reinforcement learning (RL) algorithms. We identify that existing benchmarks used for research into open-ended learning fall into one of two categories. Either they are too slow for meaningful research to be performed without enormous computational resources, like Crafter, NetHack and Minecraft, or they are not complex enough to pose a significant challenge, like Minigrid and Procgen. To remedy this, we first present Craftax-Classic: a ground-up rewrite of Crafter in JAX that runs up to 250x faster than the Python-native original. A run of PPO using 1 billion environment interactions finishes in under an hour using only a single GPU and averages 90% of the optimal reward. To provide a more compelling challenge we present the main Craftax benchmark, a significant extension of the Crafter mechanics with elements inspired from NetHack. Solving Craftax requires deep exploration, long term planning and memory, as well as continual adaptation to novel situations as more of the world is discovered. We show that existing methods including global and episodic exploration, as well as unsupervised environment design fail to make material progress on the benchmark. We believe that Craftax can for the first time allow researchers to experiment in a complex, open-ended environment with limited computational resources.
In unsupervised environment design, reinforcement learning agents are trained on environment configurations (levels) generated by an adversary that maximises some objective. Regret is a commonly used objective that theoretically results in a minimax regret (MMR) policy with desirable robustness guarantees; in particular, the agent's maximum regret is bounded. However, once the agent reaches this regret bound on all levels, the adversary will only sample levels where regret cannot be further reduced. Although there are possible performance improvements to be made outside of these regret-maximising levels, learning stagnates. In this work, we introduce Bayesian level-perfect MMR (BLP), a refinement of the minimax regret objective that overcomes this limitation. We formally show that solving for this objective results in a subset of MMR policies, and that BLP policies act consistently with a Perfect Bayesian policy over all levels. We further introduce an algorithm, ReMiDi, that results in a BLP policy at convergence. We empirically demonstrate that training on levels from a minimax regret adversary causes learning to prematurely stagnate, but that ReMiDi continues learning.
Practising and honing skills forms a fundamental component of how humans learn, yet artificial agents are rarely specifically trained to perform them. Instead, they are usually trained end-to-end, with the hope being that useful skills will be implicitly learned in order to maximise discounted return of some extrinsic reward function. In this paper, we investigate how skills can be incorporated into the training of reinforcement learning (RL) agents in complex environments with large state-action spaces and sparse rewards. To this end, we created SkillHack, a benchmark of tasks and associated skills based on the game of NetHack. We evaluate a number of baselines on this benchmark, as well as our own novel skill-based method Hierarchical Kickstarting (HKS), which is shown to outperform all other evaluated methods. Our experiments show that learning with a prior knowledge of useful skills can significantly improve the performance of agents on complex problems. We ultimately argue that utilising predefined skills provides a useful inductive bias for RL problems, especially those with large state-action spaces and sparse rewards.
This paper introduces TwitterPaul, a system designed to make use of Social Media data to help to predict game outcomes for the 2010 FIFA World Cup tournament. To this end, we extracted over 538K mentions to football games from a large sample of tweets that occurred during the World Cup, and we classified into different types with a precision of up to 88%. The different mentions were aggregated in order to make predictions about the outcomes of the actual games. We attempt to learn which Twitter users are accurate predictors and explore several techniques in order to exploit this information to make more accurate predictions. We compare our results to strong baselines and against the betting line (prediction market) and found that the quality of extractions is more important than the quantity, suggesting that high precision methods working on a medium-sized dataset are preferable over low precision methods that use a larger amount of data. Finally, by aggregating some classes of predictions, the system performance is close to the one of the betting line. Furthermore, we believe that this domain independent framework can help to predict other sports, elections, product release dates and other future events that people talk about in social media.