Methods › Reinforcement Learning › Environment Design Methods › Protagonist Antagonist Induced Regret Environment Design
Protagonist Antagonist Induced Regret Environment Design
Introduced by Michael Dennis et al. in Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design
archive 2025-07-28 Description, source and code snippet are the archive's method entry.
Protagonist Antagonist Induced Regret Environment Design, or PAIRED, is an adversarial method for approximate minimax regret to generate environments for reinforcement learning. It introduces an antagonist which is allied with the environment generating adversary. The primary agent we are trying to train is the protagonist. The environment adversary’s goal is to design environments in which the antagonist achieves high reward and the protagonist receives low reward. If the adversary generates unsolvable environments, the antagonist and protagonist would perform the same and the adversary would get a score of zero, but if the adversary finds environments the antagonist solves and the protagonist does not solve, the adversary achieves a positive score. Thus, the environment adversary is incentivized to create challenging but feasible environments, in which the antagonist can outperform the protagonist. Moreover, as the protagonist learns to solves the simple environments, the antagonist must generate more complex environments to make the protagonist fail, increasing the complexity of the generated tasks and leading to automatic curriculum generation.
Papers archive 2025-07-28
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Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design 3 Dec 2020 · 6 repositories · arXiv:2012.02096
Tasks archive 2025-07-28
3 tasks the archive attaches to papers tagged with this method, by distinct papers. A task without a page in the catalog is plain text.
| Task | Papers |
|---|---|
| Reinforcement Learning (RL) | 1 |
| Transfer Learning | 1 |
| valid | 1 |
Usage over time archive 2025-07-28
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Categories archive 2025-07-28
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