Montezuma's Revenge Atari 2600 Rom



15 papers with code · Playing Games

A disassembly for the game Montezuma's Revenge. Compiled with DASM and vcs.h. Kickle Cubicle ROM / Level Editing Guide. Atari 2600: Game: Montezuma's Revenge. Montezumas Revenge When you enter the treasure room, keep pushing against the right side (where you came in) until the music stops – you won’t fall through the floor. You’ll then be able to collect as many treasures as you wish, but the curse is you can’t exit this room. Cartridge - Montezuma's Revenge. Montezuma's Revenge: Featuring Panama Joe – Guide and Walkthrough Atari 2600 Atari 5200 Atari 8-bit Apple II Commodore 64 Colecovision PC Sega Master System Sinclair ZX81/Spectrum.

Atari 2600 games

Montezuma's Revenge is an ATARI 2600 Benchmark game that is known to be difficult to perform on for reinforcement learning algorithms. Solutions typically employ algorithms that incentivise environment exploration in different ways.

For the state-of-the art tables, please consult the parent Atari Games task.

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As increasingly complex AI systems are introduced into our daily lives, it becomes important for such systems to be capable of explaining the rationale for their decisions and allowing users to contest these decisions.

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As increasingly complex AI systems are introduced into our daily lives, it becomes important for such systems to be capable of explaining the rationale for their decisions and allowing users to contest these decisions.

Atari 2600 game roms
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We show that reinforcement learning agents that learn by surprise (surprisal) get stuck at abrupt environmental transition boundaries because these transitions are difficult to learn.

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Research on exploration in reinforcement learning, as applied to Atari 2600 game-playing, has emphasized tackling difficult exploration problems such as Montezuma's Revenge (Bellemare et al., 2016).

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We propose a method for effective training of deep Reinforcement Learning (RL) agents when the reward is sparse and non-Markovian, but at the same time progress towards the reward requires achieving an unknown sequence of high-level objectives.

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This paper provides an empirical evaluation of recently developed exploration algorithms within the Arcade Learning Environment (ALE).

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Imitation learning from human-expert demonstrations has been shown to be greatly helpful for challenging reinforcement learning problems with sparse environment rewards.

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To achieve fast exploration without using manual design, we devise a multi-goal HRL algorithm, consisting of a high-level policy Manager and a low-level policy Worker.

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A common approach to reduce interaction time with the environment is to use reward shaping, which involves carefully designing reward functions that provide the agent intermediate rewards for progress towards the goal.

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We show that the ERD presents a suite of challenges with scalable difficulty to provide a smooth learning gradient from Taxi to the Arcade Learning Environment.

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