Behaviour Suite for Reinforcement Learning
1. Paper overview
In one sentence: bsuite makes RL capabilities testable through fixed, scalable behavioural experiments, but its scores remain local diagnostics and the paper contains unresolved protocol discrepancies. purposeprotocolmemory-methodmemory-resultdeepsea-methoddeepsea-resultensemblememory-appendix
| At a glance | What to know |
|---|---|
| Research problem | Source description Success on a complex RL benchmark does not reveal which capability produced it or which bottleneck caused failure. The authors seek fast behavioural diagnostics that make hypotheses about memory, exploration and learning scalability measurable across agent implementations. purposeprotocol |
| Core mechanism | Source description Each experiment fixes an environment family, an interaction regime and an analysis, including a [0,1] score. Parameter sweeps retain scaling information that a single aggregate ranking would hide. protocol |
| A key reported result | Deep-sea exploration scaling: Bootstrapped DQN: score 1.0 in Figure 4a, with solved points throughout the displayed sweep. Fraction of runs reaching average regret <0.9 faster than the 2^N dithering reference; higher is better.. Main-text deterministic deep sea, N=10,12,…,50; 10,000 interaction episodes. Recurrent A2C and DQN: score 0; their Figure 4b points remain unsolved at the 10,000-episode ceiling. The measured separation supports effective deep exploration for this baseline on these sizes. The suggested extension beyond N=50 is an author extrapolation. deepsea-methoddeepsea-result |
| Reading caution | Reader analysis The suite does not claim comprehensive RL coverage; targeted hierarchical-RL experiments are explicitly absent. A diagnostic score does not establish transfer to complex control or physical robot execution. scope-limitpurpose |
Core contributions
- Source description
Each experiment fixes an environment family, an interaction regime and an analysis, including a [0,1] score. Parameter sweeps retain scaling information that a single aggregate ranking would hide. protocol
- Author claim
The paper describes a released Python library with reference agents, automatic logging, notebook analyses and a conference-appendix report template. These are author-reported resources, not independently verified software availability. integrationreporting
Figure 1. The initial cue must survive a delay before it can guide the final choice. Original paper, p. 5 ↗
Excerpt from the authors’ paper; cropped without altering the figure or table.
How to read it. Follow the arrows from the coloured cue on the left, through the grey chain, to the two terminal choices on the right. The colours illustrate the binary information that the agent must retain; they are not a proposed neural representation. Section 2.1 makes the information flow precise: the observation is the context together with normalized time, and the context becomes zero after the first step. Increasing N lengthens the delay. The final action is compared with the initial context, so successful behaviour requires information from an earlier observation, even though the current time is available. memory-methodmemory-resultbaselinesimplementation-gap
What it supports. The diagram isolates a concrete meaning of memory: using an initially observed bit to make a later decision. It explains why the feedforward baselines struggle once the cue is no longer present and why a recurrent agent is a meaningful comparison. It does not specify how that recurrent state is implemented.
Where the evidence stops. This is an environment schematic, not an agent architecture. The paper's neural-network details are largely delegated to baseline code; no hidden-state size or memory mechanism can be inferred from these circles.
2. Motivation
2.1 The problem and the proposed response
Success on a complex RL benchmark does not reveal which capability produced it or which bottleneck caused failure. The authors seek fast behavioural diagnostics that make hypotheses about memory, exploration and learning scalability measurable across agent implementations. purposeprotocol
2.2 What this reading follows
An agent can fail a difficult task because it cannot remember, explore, assign credit or optimize effectively. Behaviour Suite makes these possibilities easier to separate by reducing them to small experiments with controlled difficulty. Read the memory example as a test of information retained through time, then read deep sea as a test of actions chosen to obtain future information. Their contrasting results show why an aggregate score needs a scaling plot beside it. The appendix adds an ensemble-size comparison and a useful warning: even a benchmark built around standardized evaluation needs its episode budgets and score definitions checked carefully. purposeprotocolmemory-methodmemory-resultdeepsea-methoddeepsea-resultensemblememory-appendix
3. Research context
We place the paper in the collection through its world–action interface. The catalog labels and the reading’s assessment are shown separately.
| Catalog dimension | Recorded classification |
|---|---|
| Major category | Benchmarks & simulators |
| Architecture | Not applicable |
| Prediction paradigm | Not applicable |
| Quadrant | Not applicable |
3.1 Evidence-based assessment
Supports the recorded classification
The recorded benchmark and evaluation-diagnostic classification is supported by the fixed environment/interaction/analysis contract. Architecture, prediction paradigm and quadrant are not applicable to the suite: its compared agents are separate baselines, not components of one world-action model. This is not an unverified architecture assignment. protocolbaselines
This is the collection’s architectural analysis, not a new related-work survey. Benchmark comparisons and their protocols appear in Section 6.
4. Problem formulation
4.1 Inputs and outputs
| Inputs | Outputs |
|---|---|
|
|
4.2 Equations and their role
5. Method in detail
5.1 Turn a capability into an observable test
Begin with the information the agent can actually receive. In memory length, the initial observation contains the answer needed at the end, but later observations remove it. A policy that uses only the current observation therefore lacks a useful cue once the delay is nontrivial. The recurrent baseline can carry information forward, and the length sweep reveals where that behaviour breaks down. The authors associate the transition with a training unroll of 30. Reader interpretation: this is a plausible mechanism diagnosis, but recurrence and a particular training configuration are not a causal isolation of the unroll length. A follow-up should move that training parameter and ask whether the failure transition moves too, while keeping episode budgets and scoring explicit. memory-methodmemory-resultmemory-appendixbaselines
Appendix A.6.1, unnumbered memory-length protocol table. The appendix's compact protocol exposes a disagreement with the worked example. Original paper, p. 16 ↗
Excerpt from the authors’ paper; cropped without altering the figure or table.
How to read it. Read the rows in order: what environments are selected, how much interaction is allowed, how performance is scored, and which issue is assigned. The first row agrees with the main example's single binary context and length sweep. The next two rows do not match Section 2.1: this table says 1,000 episodes and a normalized regret score, whereas the main text and Figure 2 use 10,000 episodes and a thresholded fraction of runs. Also preserve the printed credit-assignment label, despite the table appearing under Memory. These are source details that a reproduction specification must address explicitly. memory-appendixmemory-methodmemory-resultimplementation-gap
What it supports. Standardizing an environment is insufficient if the learning budget and scoring transformation change. This table is valuable evidence precisely because it prevents the main-text result from being presented as an unambiguous implementation recipe. It is a protocol table, not a table of measured agent performance.
Where the evidence stops. The PDF does not reconcile these definitions. Neither this table nor the main-text description proves which settings a particular external software version uses. The nearby multi-component context diagram also should not replace Section 2.1's single-bit definition.
5.2 Separate learning the reward from encountering it
Deep sea changes the problem from remembering an observed cue to obtaining an informative experience. A locally attractive action avoids a small penalty, but consistently choosing the costly direction is required to discover the delayed payoff. Uniform random actions face an exponentially small discovery probability as N increases. The fixed randomized action mappings prevent a universal action-label sequence from being a shortcut. The plotted comparison shows that Bootstrapped DQN handles this challenge across the tested sizes while DQN and recurrent A2C do not. Reader interpretation: a learning curve can therefore separate lack of useful experience from an agent's other demonstrated strengths. It still cannot establish performance beyond the measured size range or guarantee that a different task's failure is caused by exploration. deepsea-methoddeepsea-resultmemory-resultpurpose
Figure 3. Deep sea makes reward discovery depend on a coordinated sequence of decisions. Original paper, p. 6 ↗
Excerpt from the authors’ paper; cropped without altering the figure or table.
How to read it. Read the grid from top to bottom: the agent starts at the boat, and each transition advances the episode by descending a row. The treasure marks the delayed payoff reached by consistently moving right. Section 2.2 supplies details absent from the picture: observations are one-hot states, the two action labels have a random but fixed mapping to directions at each state, and right moves incur a small negative reward. Consequently, following only the immediate reward preference steers away from the informative trajectory. The arrow directions describe environment transitions; they do not identify action 0 or action 1. deepsea-method
What it supports. For size N, uniformly random actions reach the rewarding trajectory with probability 2^−N in an episode. The task therefore probes exploration that accounts for future information, rather than merely adding independent random action choices. The right-move cost makes the eventual reward harder to discover through local reward improvement.
Where the evidence stops. The drawing omits reward magnitudes and randomized action mappings, which come from Section 2.2. It depicts a synthetic benchmark environment; the ship, diver and treasure are illustrative and do not imply visual observations or physical execution.
5.3 Read ablations together with their evaluation contract
The appendix illustrates two levels of diagnosis. Changing the DQN optimizer while selecting learning rates on basic tasks examines sensitivity to optimization choices. Changing Bootstrapped DQN's ensemble size examines a design choice closely related to its exploration behaviour. Neither comparison should be summarized as an unrestricted algorithm ranking: their settings and budgets define what is being tested. Reader interpretation: per-task bars are especially useful when an improvement in one capability leaves another almost unchanged, as the ensemble study's exploration and memory bars show. Before reproducing either study, resolve the experiment definitions and baseline defaults. The inconsistent memory tables demonstrate that a shared task name alone does not guarantee a shared learning horizon, score transformation or directly comparable numerical result. optimizerensemblememory-appendixmemory-methodimplementation-gap
5.4 Training and inference
During training
Learning occurs during environment interaction; bsuite introduces no shared learned model or universal loss. Baselines use repository defaults: feedforward DQN, Bootstrapped DQN with prior networks, and recurrent actor critic. The memory example uses backpropagation through time of length 30. integrationbaselinesmemory-result
The optimizer study tunes learning rates on basic tasks over {0.1,0.01,0.001}: SGD uses 0.01, RMSProp and Adam 0.001. Other parameters remain at defaults. The ensemble study varies model count over {1,3,10,30}. optimizerensemble
During inference
The agent's policy selects actions that are executed in the benchmark environment; its update interface learns from transitions and rewards. Evaluation measures this learning process, not a separately described frozen-policy deployment stage. There is no future-video generation, inverse-dynamics action extraction or prescribed world-model planner. integrationprotocol
5.5 Implementation flow
- Fix the behavioural contract
Load each experiment configuration and run its prescribed interaction budget. The environment records behaviour for standard analysis; inspection of internal representations is outside that analysis. protocolintegration
- Expose memory through delayed information
Memory length supplies a binary context initially, then only zero context and normalized time. After N steps, the final choice must match the initial context. Section 2.1 sweeps exponentially spaced lengths 1–100 for 10,000 episodes and counts runs below 75% of random-policy average regret. memory-method
- Make exploration temporally consequential
Deep sea uses an N×N one-hot grid, a top-left start and one-row descent per step. Action labels map randomly but persistently to left/right at each state. Right moves cost −0.01/N, while always moving right earns an additional +1. Immediate rewards therefore discourage the route that reveals the payoff. deepsea-method
- Vary other diagnostic demands
Basic tasks include bandit, MNIST classification, Catch, Cartpole and Mountain car. Further experiments vary reward noise and scale, add stochastic deep sea and sparse swingup rewards, delay credit through umbrella tasks, test discounting horizons, and vary the number of remembered bits. basic-tasksnoise-scaledeepsea-appendixcredit-tasksmemory-appendix
6. Experiments & results
Behaviour Suite (bsuite) tests reinforcement-learning agents through small, scalable experiments whose environments, interaction budgets and analyses are fixed together. Its memory and deep-exploration examples expose different weaknesses in recurrent actor critic, DQN and Bootstrapped DQN. This reading concerns the ICLR 2020/arXiv v3 paper and its bsuite2019 experiments, including unresolved main-text/appendix protocol differences (identity; protocol; memory-result; deepsea-result).
This benchmark paper contains environment schematics rather than a proposed agent-architecture diagram, so Figures 1 and 3 provide the method visuals. Measured results are plotted in Figures 2, 4 and 6–11; the source supplies no numerical result table. The included Appendix A.6.1 table specifies an experiment protocol and is labelled accordingly. The ensemble study supplies the ablation; absence of exact result tables and uncertainty estimates limits numerical extraction. protocolmemory-methoddeepsea-methodmemory-resultdeepsea-resultmemory-appendixoptimizerensembleimplementation-gap
6.1 Read the original evidence
Figure 2a–b. A scaling curve reveals where the recurrent baseline loses useful memory. Original paper, p. 6 ↗
Excerpt from the authors’ paper; cropped without altering the figure or table.
How to read it. Start with the left summary bars, then inspect the three agent panels on the right. Their horizontal axis is memory length, with logarithmic spacing. The vertical measure compares incorrect episodes with the random baseline after 10,000 episodes; values near one indicate random-level behaviour. Do not carry the left chart's agent colours into the right panels: there, blue means the average-regret threshold is passed and red means it is not. The recurrent agent's points stay low for shorter delays and then jump upward near 30, while the two feedforward baselines become random-like immediately after length one. memory-resultmemory-methodmemory-appendix
What it supports. The recurrent baseline has useful memory over shorter delays; DQN and Bootstrapped DQN do not. The source connects the sharp transition near 30 to a training unroll of length 30. The scaling panels carry this diagnostic information, which the single summary bar would obscure.
Where the evidence stops. The prose says success for N≤30, but a red marker appears around the 30 tick; the exact boundary is unresolved. Appendix A.6.1 also gives 1,000 episodes and a different score definition. This crop explicitly labels 10,000 episodes.
Figure 4a–b. Only Bootstrapped DQN passes the displayed deep-exploration sweep. Original paper, p. 7 ↗
Excerpt from the authors’ paper; cropped without altering the figure or table.
How to read it. The left chart summarizes the proportion passing the main-text criterion; the right panels show how many episodes are needed to reach average regret below 0.9. Blue points denote solved settings, and red points denote unsolved settings. Read the red row at 10,000 as failure within the interaction budget, not as a successful learning time. The dashed curve is the 2^N dithering reference, not a fitted model of Bootstrapped DQN. Across the plotted sizes 10 through 50, the Bootstrapped DQN panel stays solved while its learning times rise much more gradually than that reference. deepsea-methoddeepsea-resultdeepsea-appendixmemory-result
What it supports. The summary score is 1 for Bootstrapped DQN and 0 for both DQN and recurrent A2C. This is a strong separation on the reported deterministic deep-sea experiment. It shows that the recurrent agent's memory advantage does not automatically give it the exploration behaviour needed here.
Where the evidence stops. Sizes beyond 50 were not measured. Appendix A.4.1 instead lists sizes 5–50 and omits the timing qualification in its score row. No confidence intervals are supplied, so the plotted points do not quantify run-to-run uncertainty.
6.2 Results and evaluation conditions
| Task & protocol | Reported result | Comparison & interpretation |
|---|---|---|
| Deep-sea exploration scaling Main-text deterministic deep sea, N=10,12,…,50; 10,000 interaction episodes. | Bootstrapped DQN: score 1.0 in Figure 4a, with solved points throughout the displayed sweep. Fraction of runs reaching average regret <0.9 faster than the 2^N dithering reference; higher is better. | Recurrent A2C and DQN: score 0; their Figure 4b points remain unsolved at the 10,000-episode ceiling. The measured separation supports effective deep exploration for this baseline on these sizes. The suggested extension beyond N=50 is an author extrapolation. deepsea-methoddeepsea-result |
| Memory-length scaling Section 2.1/Figure 2 protocol: exponentially spaced lengths 1–100, 10,000 episodes. | Recurrent actor critic succeeds at shorter lengths and becomes essentially random near length 30; the prose states success for N≤30 and failure for N>30. Random-relative average regret and the <0.75 pass criterion. | DQN and Bootstrapped DQN fail for N>1. The transition is consistent with the reported training unroll of 30, but the plot has a failing point around the 30 tick. Treat the exact inclusive boundary as unresolved, not a guarantee for every integer length. memory-resultmemory-method |
| DQN optimizer diagnostic bsuite2019; learning rate selected on basic tasks, other defaults fixed. | Adaptive optimizers generally outperform SGD; the largest visible weaknesses of SGD concern generalization and scale. Exact gains are not tabulated. Per-experiment and category scores in Figures 8–9. | Adam versus RMSProp versus SGD at separately selected rates. The authors' blanket claim of improvement in every category is stronger than can be resolved in near-zero memory/exploration plots. The numerical-instability explanation remains a hypothesis. optimizer |
| Bootstrapped DQN ensemble-size diagnostic Default Bootstrapped DQN with prior networks; ensembles of 1, 3, 10 and 30. | The authors report that ensembles below 10 fail on large deep-sea tasks, while larger ensembles solve them reliably; gains from 10 to 30 diminish. Per-task [0,1] scores and large-deep-sea solution behaviour. | Figure 11 shows deep-sea score bars at 1 for ensembles 10 and 30, with weaker smaller ensembles. Increasing ensemble size helps exploration but does not solve every swingup instance. This is not a compute-matched comparison, and precise uncertainty is not supplied. ensemble |
6.3 Ablations and diagnostic examples
Read component removals and qualitative examples within their stated evaluation conditions.
Figure 11. Ensemble size changes exploration much more than it repairs missing memory. Original paper, p. 19 ↗
Excerpt from the authors’ paper; cropped without altering the figure or table.
How to read it. Each horizontal panel uses a different number of models in Bootstrapped DQN with prior networks. Compare the same experiment position vertically across panels before comparing different tasks. The legend colours group tasks by diagnostic type: orange marks exploration, red credit assignment and purple memory. The first orange bar is deterministic deep sea; it reaches the top score for ensembles 10 and 30. The adjacent stochastic-deep-sea and swingup bars show that the exploration family is not uniformly solved. Keep the individual task bars in view rather than treating the broad improvement as an equal gain everywhere. ensemblebaselinesimplementation-gap
What it supports. The source reports that ensembles below 10 cannot solve large deep-sea tasks reliably, whereas larger ensembles can, with diminishing overall gains between 10 and 30. The near-zero memory bars remain a useful counterexample: adding models to this feedforward baseline does not supply the missing temporal memory mechanism.
Where the evidence stops. Model count changes computational cost as well as the ensemble, and the paper does not present an equal-compute control. The suggested instability and Double DQN remedy for swingup are hypotheses, not outcomes established by this ablation.
7. Analysis & limitations
7.1 What the evidence leaves open
The suite does not claim comprehensive RL coverage; targeted hierarchical-RL experiments are explicitly absent. A diagnostic score does not establish transfer to complex control or physical robot execution. scope-limitpurpose
Protocol discrepancies matter: Appendix A.6.1 gives 1,000 memory episodes and normalized regret, versus 10,000 episodes and thresholded pass rate in Section 2.1. Appendix A.4.1 gives deep-sea sizes 5–50 and omits the main text's faster-than-2^N qualification. These definitions cannot silently be merged. memory-appendixmemory-methoddeepsea-appendixdeepsea-method
The appendix memory tables label their issue credit assignment, and their adjacent drawings show multiple context components even for the single-bit length task. D.3 cites Figure 11 for optimizer effects, although optimizer results are Figures 8–9. These source inconsistencies remain unresolved. memory-appendixoptimizerensemble
The PDF supplies graphical results without full numerical tables or uncertainty estimates. It omits the complete agent configuration, hardware model/count and software versions. MNIST's dataset split is unspecified in its summary. implementation-gapbasic-tasks
7.2 Questions for discussion
- Does the memory transition move with training unroll, or does optimization impose an independent limit?
- How much of the ensemble benefit survives equal-compute comparisons and stochastic transitions?
- How should protocol disagreements be versioned so that nominally identical scores remain comparable?
8. Reproducibility audit
8.1 Requirements and known gaps
A faithful rerun needs the bsuite2019 experiment definitions, baseline defaults, logged interaction records and matching analysis, with main-text versus appendix protocols explicitly resolved. The standard interface permits either the provided policy/update run loop or an existing agent loop with environment logging. integrationimplementation-gapmemory-appendixdeepsea-appendix
Preserve seed allocation when checking robustness: Appendix A assigns four seeds per reward-noise level {0.1,0.3,1,3,10} and per reward multiplier {0.01,0.1,1,10,100}. Additional uncertainty reporting should be identified as a new analysis. noise-scale
Proposed checks should vary recurrent training unroll while holding the memory task fixed, and test ensemble size under both equal environment exposure and equal compute. These would discriminate the paper's mechanism interpretations without treating its plots as complete causal proof. memory-resultensemble
8.2 Proposed reproduction checks
The following checks are proposals motivated by the paper. They have not been run as part of this reading.
Check 1: Does the memory failure point follow training unroll?
Reader-proposed experiment, not performed: compare otherwise identical recurrent actor-critic agents trained with unroll lengths 10, 30 and 60 on memory lengths spanning 1–100, with dense sampling around each unroll boundary. Use matched seeds and a common 10,000-episode budget, recording both random-relative regret and the main-text pass rate. Separately rescore the first 1,000 episodes under the appendix normalization to expose protocol sensitivity. A transition that moves with unroll supports the authors' diagnosis; a stable transition despite changed unroll weakens it. Report optimization work as well as environment exposure, because longer unrolls can change both. memory-methodmemory-resultmemory-appendix
Check 2: Is the ensemble gain robust to compute and reward stochasticity?
Reader-proposed experiment, not performed: compare Bootstrapped DQN with prior networks at ensemble sizes 1, 3, 10 and 30 on a declared main-text deep-sea sweep. Keep network architecture per member, priors, replay settings and seeds fixed. First match environment episodes; then impose an equal measured-compute budget and report both conditions. Repeat on stochastic deep sea as a separately labelled protocol, preserving its transition stochasticity and reward noise. Measure threshold-crossing episodes, unsolved fractions and uncertainty across seeds. If larger ensembles lose their advantage under equal compute or noise, that narrows the paper's interpretation; persistent gains support a more robust ensemble benefit. ensembledeepsea-methoddeepsea-appendiximplementation-gap
8.3 Reading coverage
Visual audit: The title/author/version page, all main-text scientific pages, Appendix A protocol tables and diagrams, and the baseline/optimizer/ensemble result pages were rendered and visually inspected. Figures 1–11 and all Appendix A tables were reviewed; all six final crops were viewed after extraction, including the widened final ensemble crop. Method arrows, result legends, thresholds and scoring definitions were cross-checked against the text. Main-text/appendix disagreements, the near-30 memory boundary and Appendix D's erroneous Figure 11 reference are preserved. Reference-only pages 10–12 were read in text but not rendered. No external notebooks, raw result data or code were inspected.
PDF pages inspected for this edition: 1, 2, 3, 4, 5, 6, 7, 8, 9, 13, 14, 15, 16, 17, 18, 19. Appendix coverage: reviewed.
Original figures and tables remain the work of the source’s authors. Extractions preserve their scientific content; any HTML wrapper layout is disclosed with each figure. The surrounding reading notes are our own.
Text reading scope & known omissions
- Abstract; Sections 1–1.4: motivation, diagnostic benchmarking, release and related work (pp. 1–4)
- Sections 2–2.2: experiment contract, memory length and deep sea (pp. 4–7)
- Sections 3–5: usage, code structure and future iterations (pp. 7–9)
- References (pp. 9–12)
- Appendix A.1–A.6.2: every experiment summary (pp. 13–16)
- Appendix B: report template (p. 16)
- Appendices C–E: baseline, optimizer and ensemble studies, including all agent definitions and commentary (pp. 17–19)
Outside the original text pass
- Text extraction does not reconstruct figure images; inspect the retained PDF for figures and equation/table layout.
- Separate supplemental material availability has not been fully verified.
- All six supplied text chunks were read completely. The extraction does not reconstruct images; this omission was addressed by inspecting the original PDF's scientific pages and every final crop.
- Separate supplemental material availability has not been fully verified; none was supplied.
- Code, linked notebooks and other referenced works were not inspected; no experiments were run.
- Identity scope: the supplied artifact is arXiv:1908.03568v3 dated 14 February 2020, labelled ICLR 2020, describing the bsuite2019 release. Earlier revisions and later library releases were not compared. The title page's Csaba Szepesvari, Richard Sutton and Hado Van Hasselt differ only in spelling, initials or capitalization from the catalog; all fourteen author identities agree.
- References on pp. 10–12 were read as text but not visually inspected. All other pages were visually inspected.
The visual audit above records the subsequent illustrated pass.
8.4 Traceable evidence
identityPDF p. 1, title/author block, conference header and arXiv margin
The exact title is Behaviour Suite for Reinforcement Learning. Fourteen authors and DeepMind are credited. The artifact is arXiv:1908.03568v3, 14 February 2020, published as an ICLR 2020 conference paper; the title page uses Csaba Szepesvari, Richard Sutton and Hado Van Hasselt.
Go to primary source ↓purposePDF pp. 2–4, Sections 1.2–1.4 and Section 2
The suite targets interpretable, scalable behavioural experiments; it is complementary to grand-challenge benchmarks and does not claim broad coverage of all important RL issues. An experiment fixes environments, interaction and analysis.
Go to primary source ↓protocolPDF p. 4, Section 2, experiment definition and design criteria
Scores map behaviour to [0,1]; standard analysis does not inspect agent internals. Experiments should be targeted, simple, challenging, scalable and fast, with a design target below 30 minutes on a standard CPU.
Go to primary source ↓memory-methodPDF p. 5, Section 2.1, formal environment definition and Figure 1
Memory length presents a uniformly sampled binary context only initially, then zero context with normalized time. The final action is compared with the initial context. Lengths span 1–100 exponentially; the main text specifies 10k episodes and a pass threshold below 75% of random-policy average regret.
Go to primary source ↓memory-resultPDF p. 5, Section 2.1 final paragraph; PDF p. 6, Figure 2a–b, all agent panels
The prose describes recurrent A2C as good for N≤30 and essentially random beyond 30, associated with backpropagation through time of length 30. Figure 2 shows a transition near 30, with the first failing marker around that tick. Feedforward DQN and Bootstrapped DQN fail for lengths above 1. The plot labels the criterion average_regret < 0.75 and its horizon as 10k episodes.
Go to primary source ↓deepsea-methodPDF p. 6, Section 2.2, environment definition and Figure 3
The N×N one-hot grid begins top left and descends each step, with fixed randomized action-to-direction mappings. Right incurs −0.01/N; always going right earns an additional +1. Uniform random actions reach reward with probability 2^−N. Main-text evaluation uses N=10,12,…,50, 10k episodes, and regret below 0.9 sooner than 2^N episodes.
Go to primary source ↓deepsea-resultPDF p. 7, Section 2.2 continuation and Figure 4a–b
Bootstrapped DQN's summary bar reaches 1, while recurrent A2C and DQN are at 0. Its points are solved throughout the displayed size sweep; the other agents remain unsolved at the 10,000-episode ceiling. The dashed curve is the 2^N reference. Scaling beyond N=50 is suggested, not measured.
Go to primary source ↓integrationPDF pp. 7–9, Sections 3–4, Figure 5; PDF p. 3, Section 1.3
The paper describes automatic environment logging and notebook analysis, a policy/update agent interface, optional integration into existing run loops, dm_env and Gym interfaces, observation specifications and optional linear interpolation. Figure 5 aggregates seven capability categories. Code and notebooks are linked and described as released.
Go to primary source ↓scope-limitPDF p. 2, Section 1.2 last paragraph; PDF p. 8, Section 3 footnote 2; PDF p. 9, Section 5
The authors disclaim comprehensive RL coverage and explicitly note missing targeted hierarchical-RL experiments in bsuite2019. Future releases and committee review are proposed.
Go to primary source ↓basic-tasksPDF pp. 13–14, Appendix A introduction and A.1.1–A.1.5 tables
Basic tasks are deterministic bandit, MNIST contextual-bandit classification, Catch, Cartpole and Mountain car. Tables specify 20 seeds and 10k episodes with normalized regret. The MNIST entry does not identify a dataset split; Appendix A directs full documentation to the code.
Go to primary source ↓noise-scalePDF p. 14, Appendices A.2–A.3
Reward-noise standard deviations are 0.1, 0.3, 1, 3 and 10; reward multipliers are 0.01, 0.1, 1, 10 and 100. Each sweep allocates four seeds to each level.
Go to primary source ↓deepsea-appendixPDF p. 14, Appendices A.4.1–A.4.2, environment/interaction/score rows
Appendix tables give deep-sea sizes N=[5..50], 10k episodes and the percentage of runs with average regret below 90% of random; the stochastic variant adds stochastic transitions and N(0,1) reward noise. These summaries differ from the main text's size range and omit its faster-than-2^N qualification.
Go to primary source ↓credit-tasksPDF p. 15, Appendices A.4.3–A.5.3, experiment tables
The suite includes sparse-reward cartpole swingup, umbrella length/features and discounting chain. These tables specify 1k episodes. Umbrella tasks isolate a consequential first decision followed by distracting variables; length or feature count varies logarithmically from 1 to 100.
Go to primary source ↓memory-appendixPDF p. 16, Appendices A.6.1–A.6.2, all table rows and adjacent diagrams
Memory-length and memory-bits tables specify 1k episodes, normalized regret and the issue label credit assignment. Memory length varies 1–100 with one binary context; memory bits fixes length 2 and varies bits 1–100. Both adjacent diagrams depict multiple context components. The memory-length table conflicts with Section 2.1's episode budget and score definition.
Go to primary source ↓reportingPDF p. 16, Appendix B
A one-page report template combines automatically generated scores with author-written agent definitions and commentary, with deeper analyses linked separately.
Go to primary source ↓baselinesPDF p. 17, Appendices C.1–C.3, Figures 6–7
Baseline defaults compare random actions, DQN, Bootstrapped DQN with prior networks, and a recurrent actor critic. The commentary identifies DQN's feedforward MLP and 5%-greedy exploration, Bootstrapped DQN's exploration advantage, and the recurrent agent's memory advantage.
Go to primary source ↓optimizerPDF p. 18, Appendices D.1–D.3, Figures 8–9
DQN optimizers are tuned on basic tasks over learning rates {1e−1,1e−2,1e−3}; SGD selects 1e−2 and RMSProp/Adam 1e−3, with other defaults held constant. Adaptive methods generally outperform SGD, especially in generalization and scale. D.3 claims superiority in every category and refers to Figure 11, although optimizer results are Figures 8–9; Figure 11 on p. 19 concerns ensembles.
Go to primary source ↓ensemblePDF p. 19, Appendices E.1–E.3, Figures 10–11
Bootstrapped DQN with prior networks is evaluated with ensemble sizes 1, 3, 10 and 30. The commentary describes poor large-deep-sea performance below 10, reliable solution with larger ensembles, and diminishing gains from 10 to 30. Not every cartpole-swingup instance is solved; instability and a possible Double DQN remedy are hypotheses.
Go to primary source ↓implementation-gapPDF pp. 8–9, Section 4; PDF pp. 17–19, Appendices C.1, D.1 and E.1
Implementation descriptions defer to repository defaults and tutorials. The paper does not supply a complete layer/replay/target-update configuration, software version, hardware model/count or raw numerical result tables and uncertainty estimates sufficient for exact reconstruction.
Go to primary source ↓8.5 Primary sources
Behaviour Suite for Reinforcement Learning ↗
PDF · 9,061 extracted words
Source fingerprint
f935d66d43474fd3ac56eb6a686b8d3db907a56a238aa500abe9bd3fd839b5d1