The branching factor of a game is the average number of new states reachable from a given state. It is a widely used metric in AI research on board games, but less often computed or discussed for videogames. This paper provides estimates for the branching factors of 103 Atari 2600 games, as implemented in the Arcade Learning Environment (ALE). Depending on the game, ALE exposes between 3 and 18 available actions per frame of gameplay, which is an upper bound on branching factor. This paper shows, based on an enumeration of the first 1 million distinct states reachable in each game, that the average branching factor is usually much lower, in many games barely above 1. In addition to reporting the branching factors, this paper aims to clarify what constitutes a distinct state in ALE.
翻译:游戏的分支因子是某个特定国家可以达到的新状态的平均数量。 这是一个在游戏游戏的AI研究中广泛使用、但较少计算或讨论的视频游戏使用的指标。 本文提供了Arcade Learning Environment( ALE) 所实施的103 Atari 2600 游戏的分支因子的估计数。 根据游戏, ALE 暴露了每个游戏框架3至18个可用的动作, 这是分流系数的上限 。 本文根据对每场游戏中前100万个不同的可达到的状态的列举, 显示平均分流因子通常要低得多, 许多游戏仅略高于1。 除了报告分支因子外, 本文还旨在澄清什么是ALE 中不同的状态 。