Evaluating Generalisation in General Video Game Playing
Martin Balla, Simon M. Lucas, Diego Perez-Liebana

TL;DR
This paper investigates how different versions of the A2C reinforcement learning algorithm generalize across unseen levels in the GVGAI framework, revealing factors like stochasticity and training level quality that influence performance.
Contribution
It provides an empirical analysis of A2C variants' ability to generalize in a multi-level game setting, highlighting the impact of stochasticity and training data quality.
Findings
Stochasticity can improve generalization but too much hampers learning.
Training level quality significantly affects generalization performance.
Reward-based scoring may not align with winning in GVGAI.
Abstract
The General Video Game Artificial Intelligence (GVGAI) competition has been running for several years with various tracks. This paper focuses on the challenge of the GVGAI learning track in which 3 games are selected and 2 levels are given for training, while 3 hidden levels are left for evaluation. This setup poses a difficult challenge for current Reinforcement Learning (RL) algorithms, as they typically require much more data. This work investigates 3 versions of the Advantage Actor-Critic (A2C) algorithm trained on a maximum of 2 levels from the available 5 from the GVGAI framework and compares their performance on all levels. The selected sub-set of games have different characteristics, like stochasticity, reward distribution and objectives. We found that stochasticity improves the generalisation, but too much can cause the algorithms to fail to learn the training levels. The…
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