Summary
The paper introduces a novel 2D and grid-like environment framework, named Autoverse, based on Cellular Automata (CA). They define environments using the initial state of the CA, and the update rules (including state transition rules and reward). This allows authors to evolve environments in an open-ended RL setting. Moreover, the authors also propose an open-ended RL method based on bootstrapping the open-ended learning by pre-training the agent using an initial set of evolved environments and expert trajectories from a search method. Experiments show that the evolution process generates many chaotic environments, stable environments, and others in between (the ones of most interest). Furthermore, the open-ended method seems to benefit from fully observing the environment and access to the update rules that update the cells of the CA.
Strengths
- The idea of using CA-based environments is both original and interesting. The fact that practically limitless environments can be created by modifying the initial state and the update rules is very interesting from an open-ended learning perspective.
- I also find CA environments relevant for research on foundation models for RL. This type of environment could be very valuable for generating training data for these types of models.
- I think that the presentation of Autoverse (Section 2.1) is clear and can be easily understood, whereas Figure 1 also helps to visualize the types of environments that are generated by the evolution process.
Weaknesses
Although I think that the main idea (evolvable CA environments) is very interesting and could be promising for areas as foundation models for RL, UED, and open-ended learning. I have important concerns on several aspects of the paper:
- Although most ideas are clearly explained, the overall presentation and soundness of the paper are poor.
+ The introduction section makes many (non-trivial) statements with no references. The introduction has no references, which I found surprising. Some examples of such sentences missing references and evidence/support are:
- L31: "The idea of open-ended learning in virtual environments is [...]"
- L32: "This idea comes in many forms, but what unites them all is that [...]"
- L38: "There have been interesting results, but learning generally stops at a rather low capability ceiling."
- L40: "It has been observed that the complexity of the behavior of a living being, [...]"
- The ability to endlessly evolve and generate new environments is compelling, but as mentioned multiple times in the paper (e.g., L71, L413) evolutive process generates very unstable environments in most cases. I have serious concerns about the ratio of unusable and usable environments generated by the evolutive process. Authors claim scalability, but how much computational resources are needed to generate a fair amount of actually usable scenarios? I think that an exhaustive analysis of this topic is crucial and missing in the current version of the paper.
- I think that the paper misses many experimentation details. For instance, experiments shown in Table1 and 2 are missing information on the number of evaluations, the number of generated test/train environments, the number of repetitions, etc. Seems that this information is also missing in the appendix. Moreover, none of the appendix sections are referenced in the main paper. Please, consider providing as many details as possible on the experimentation to ensure transparency and reproducibility. Moreover, I strongly believe that all sections of the appendix should be referenced at least once in the main paper.
- I strongly believe that experimentation should be improved. The authors propose a "warm-start" method for open-ended RL, but they do not provide any evidence for why this method is relevant for the research community. I won't ask for a comparison with tens of methods from previous literature, but proposing a new method at least requires an exhaustive analysis of it. Some examples of how I think this could be improved:
- Reward values in Tables 1 and 2 are missing interpretability. I can see that the results of some settings are better than others, but how much? Having some sort of reference value could help (e.g., results of a random agent or some well-known baselines).
- Why is this method interesting? Does it obtain better results? Does warm-staring help to improve the results? Many experiments could be presented to answer these questions.
- The paper claims computational efficiency but no evidence is provided. Experiments/benchmarks on computational performance are missing if such claims are made.
- I think that the presentation has room for improvement. Some examples:
- Figure 1 is presented is located in page 2, but is referenced on page 8 for the first time.
- Figure 3 holds an entire page but some of its text (Fig 3.a) is **extremely** small. There is plenty of blank space on Page 3 to increase some parts of the figure or rearrange them to improve visibility.
- The format of tables 1 and 2 is not aligned with the ICLR style. Please carefully read the style PDF before submitting the paper.
- There are many incorrect usages of parenthesis in references. For example, parenthesis in Earle et al. 2023 L271 should be removed, and Section 4 is missing parentheses in most of its references: L470-471, L476, L482...
Questions
- Being able to generate a vast number of environments is very interesting from an open-endedness perspective. However, many of the features that enable such versatility and efficiency limit Autoverse to grid-like, 2D, and seemingly small environments. Can methods developed in Autoverse be applied to more realistic scenarios (that are ultimately of interest)? Examples of these alternative (also open-ended) scenarios are Craftax (Matthews et al., 2024) or MineDojo (Fan et al., 2022). If not applicable, then what is the relevance of Autoverse?
- Is the grid size constant in all of the generated environments? If not, would it be possible to modify the framework to hold grids of different sizes?
- How does the search method (used for the "warm-start") scale with the size of the grid and number of actions?
- What is (approximately) the ratio of unusable and usable environments generated by the evolutive algorithm? With unusable I refer to environments so unstable that are not beneficial for the optimization process of the RL agent.
- Do the reward update rules always take into account the actions of the agent? or reward can be generated by multiple cells of the CA interacting with each other with no relation to the actions of the agent?