Classical Planning Algorithms on the Atari Video Games
The Atari 2600 games supported in the Arcade Learning Environment [Bellemare et al., 2013] all feature a known initial (RAM) state and actions that have deterministic effects. Classical planners, however, cannot be used off-the-shelf as there is no compact PDDL-model of the games, and action effects and goals are not known a priori. Indeed, there are no explicit goals, and the planner must select actions on-line while interacting with a simulator that returns successor states and rewards. None...[Show more]
|Collections||ANU Research Publications|
|Source:||Classical Planning Algorithms on the Atari Video Games|
|01_Lipovetzky_Classical_Planning_Algorithms_2015.pdf||517.03 kB||Adobe PDF||Request a copy|
Items in Open Research are protected by copyright, with all rights reserved, unless otherwise indicated.