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The MineRL 2019 Competition on Sample Efficient Reinforcement Learning using Human Priors

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Academic paper
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Academic Paper attributes

arXiv ID
1904.100790
arXiv Classification
Computer science
Computer science
0
Publication URL
arxiv.org/pdf/1904.1...79.pdf0
Publisher
ArXiv
ArXiv
0
DOI
doi.org/10.48550/ar...04.100790
Paid/Free
Free0
Academic Discipline
Machine learning
Machine learning
0
Artificial Intelligence (AI)
Artificial Intelligence (AI)
0
Computer science
Computer science
0
Statistics
Statistics
0
Submission Date
January 19, 2021
0
April 22, 2019
0
July 29, 2019
0
Author Names
Ruslan Salakhutdinov0
William H. Guss0
Stephanie Milani0
Phillip Wang0
Sharada Mohanty0
Brandon Houghton0
Cayden Codel0
Diego Perez Liebana0
...
Paper abstract

Though deep reinforcement learning has led to breakthroughs in many difficult domains, these successes have required an ever-increasing number of samples. As state-of-the-art reinforcement learning (RL) systems require an exponentially increasing number of samples, their development is restricted to a continually shrinking segment of the AI community. Likewise, many of these systems cannot be applied to real-world problems, where environment samples are expensive. Resolution of these limitations requires new, sample-efficient methods. To facilitate research in this direction, we introduce the MineRL Competition on Sample Efficient Reinforcement Learning using Human Priors. The primary goal of the competition is to foster the development of algorithms which can efficiently leverage human demonstrations to drastically reduce the number of samples needed to solve complex, hierarchical, and sparse environments. To that end, we introduce: (1) the Minecraft ObtainDiamond task, a sequential decision making environment requiring long-term planning, hierarchical control, and efficient exploration methods; and (2) the MineRL-v0 dataset, a large-scale collection of over 60 million state-action pairs of human demonstrations that can be resimulated into embodied trajectories with arbitrary modifications to game state and visuals. Participants will compete to develop systems which solve the ObtainDiamond task with a limited number of samples from the environment simulator, Malmo. The competition is structured into two rounds in which competitors are provided several paired versions of the dataset and environment with different game textures. At the end of each round, competitors will submit containerized versions of their learning algorithms and they will then be trained/evaluated from scratch on a hold-out dataset-environment pair for a total of 4-days on a prespecified hardware platform.

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