Papers › On Catastrophic Interference in Atari 2600 Games

On Catastrophic Interference in Atari 2600 Games

28 Feb 2020arXiv:2002.12499archive 2025-07-28

William Fedus, Dibya Ghosh, John D. Martin, Marc G. Bellemare, Yoshua Bengio, Hugo Larochelle

Model-free deep reinforcement learning is sample inefficient. One hypothesis -- speculated, but not confirmed -- is that catastrophic interference within an environment inhibits learning. We test this hypothesis through a large-scale empirical study in the Arcade Learning Environment (ALE) and, indeed, find supporting evidence. We show that interference causes performance to plateau; the network cannot train on segments beyond the plateau without degrading the policy used to reach there. By synthetically controlling for interference, we demonstrate performance boosts across architectures, learning algorithms and environments. A more refined analysis shows that learning one segment of a game often increases prediction errors elsewhere. Our study provides a clear empirical link between catastrophic interference and sample efficiency in reinforcement learning.

PaperPDFCode

In Syntology Open this paper in Syntology's Atlas, the map of the papers in Syntology's graph and their citations.

Code

Repository list and official/mentioned flags are the archive's, frozen 2025-07-28. Reachability, where shown, is from one Syntology probe window (2026-09-16 to 2026-09-18); repositories not probed show nothing. GitHub stars are not tracked.

Code Syntology ran Syntology

Not run by Syntology. Nothing on this page verifies that the listed code works.

Tasks

Atari GamesDeep Reinforcement LearningReinforcement LearningReinforcement Learning (RL)reinforcement-learning

Results from the paper archive 2025-07-28

No leaderboard rows for this paper in the archive.

Report a problem or propose a change · a person checks every report against the paper or source before anything changes; decisions are listed on /corrections