# optionzero_planning_with_learned_options__f3435ef9.pdf Published as a conference paper at ICLR 2025 OPTIONZERO: PLANNING WITH LEARNED OPTIONS Po-Wei Huang1,2, Pei-Chiun Peng1,2, Hung Guei1, Ti-Rong Wu1 1Institute of Information Science, Academia Sinica, Taiwan 2Department of Computer Science, National Yang Ming Chiao Tung University, Taiwan Planning with options a sequence of primitive actions has been shown effective in reinforcement learning within complex environments. Previous studies have focused on planning with predefined options or learned options through expert demonstration data. Inspired by Mu Zero, which learns superhuman heuristics without any human knowledge, we propose a novel approach, named Option Zero. Option Zero incorporates an option network into Mu Zero, providing autonomous discovery of options through self-play games. Furthermore, we modify the dynamics network to provide environment transitions when using options, allowing searching deeper under the same simulation constraints. Empirical experiments conducted in 26 Atari games demonstrate that Option Zero outperforms Mu Zero, achieving a 131.58% improvement in mean human-normalized score. Our behavior analysis shows that Option Zero not only learns options but also acquires strategic skills tailored to different game characteristics. Our findings show promising directions for discovering and using options in planning. Our code is available at https://rlg.iis.sinica.edu.tw/papers/optionzero. 1 INTRODUCTION Reinforcement learning is a decision-making process in which an agent interacts with environments by selecting actions at each step to maximize long-term rewards. Actions, commonly referred to as primitive action, advance the state by one step each. While this granularity allows precise control at each time step, it can lead to inefficiencies in scenarios where predictable sequences of actions are beneficial. For example, in a maze navigation task, it is more efficient to choose a sequence of actions such as following a straightforward path until reaching a new junction rather than deciding an action at each time step. This approach reduces the frequency of decision-making and accelerates the learning process. To address these challenges, the concept of options (Sutton et al., 1999) has emerged, providing a framework for executing temporally extended actions based on the current state. Options bridge single-step decision-making and strategic long-term planning, not only speeding up the learning process to handle complex scenarios but also simplifying the decisionmaking by reducing the frequency of choices an agent must consider. Previous works have proposed adopting the concept of options by either predefining options or learning from expert demonstration data (Sharma et al., 2016; Durugkar et al., 2016; de Waard et al., 2016; Gabor et al., 2019; Czechowski et al., 2021; Kujanp a a et al., 2023; 2024). However, the predefined options often rely on a deep understanding of specific environments, and expert data may not be available for every environment, making it difficult to generalize these methods to other environments. Moreover, when planning with options, previous methods require recurrently executing each action within the option to obtain the next states (de Waard et al., 2016) or verifying whether the subgoal can be reached through primitive actions (Czechowski et al., 2021; Kujanp a a et al., 2023; 2024). This increases the computational cost when executing longer options during planning, especially in scenarios where environment transitions are expensive. Inspired by the success of Mu Zero (Schrittwieser et al., 2020), which employs a learned dynamics network to simulate the environment transitions during planning and achieves superhuman performance from scratch without requiring any human knowledge, this paper proposes a novel approach, Corresponding author: tirongwu@iis.sinica.edu.tw Published as a conference paper at ICLR 2025 named Option Zero. We modify the Mu Zero algorithm by integrating an option network that predicts the most likely option for each state. During training, Option Zero autonomously discovers options through self-play games and utilizes them during planning, eliminating the requirement for designing options in advance. Furthermore, Option Zero improves the dynamics network to efficiently simulate environment transitions across multiple states with options, significantly reducing the overhead for iterative examination of internal states. We conduct experiments on Atari games, which are visually complex environments with relatively small frame differences between states, making them suitable for learning options. Our results show that using options with maximum lengths of 3 and 6, Option Zero achieved mean human-normalized scores of 1054.30% and 1025.56%, respectively. In contrast, Mu Zero achieves a score of only 922.72%. In addition, we provide a comprehensive behavior analysis to examine the options learned and used during planning. Interestingly, the adoption of options varies across different games, aligning with the unique characteristics of each game. This demonstrates that Option Zero effectively discovers options tailored to the specific game states and challenges of each environment. In conclusion, our findings suggest that Option Zero not only discovers options without human knowledge but also maintains efficiency during planning. This makes Option Zero easily applicable to other applications, further extending the versatility of the Mu Zero algorithm. 2 RELATED WORKS Numerous studies have explored the concepts of options in reinforcement learning. For example, de Waard et al. (2016) incorporated options from a predefined option set into Monte Carlo tree search (MCTS) and extended it to focus exploration on higher valued options during planning. Sharma et al. (2016) proposed using two policies for planning: one determines which primitive action to use, and the other determines how many times to repeat that action. Durugkar et al. (2016) explored the effects of repetition and frequency by statistics in Atari games. Vezhnevets et al. (2016) introduced a method which learns options through end-to-end reinforcement learning. Lakshminarayanan et al. (2017) proposed a method that allows agents to dynamically adjust rates of repeated actions. Bacon et al. (2017) derived an option-critic framework, which learns a policy over options and a policy within options. The option policy not only determines how to select and execute an action within options but also learns when to terminate the option. Kim et al. (2023) proposed to adaptively integrate multiple exploration strategies for options based on the option-critic framework. Riemer et al. (2020) introduced a parameter-sharing approach for deep option learning. Young & Sutton (2023) discovered options by learning the option policies and integrated them with a Monte Carlo search. Jinnai et al. (2019) formalized the problem of selecting the optimal option set, and produced an algorithm for discovering the suboptimal option set for planning. Veeriah et al. (2021) proposed a meta-gradient approach for discovering reusable, task-independent options. In addition, several works have studied subgoals, which represent a target state to achieve after several time steps, either segmented by predefined time step intervals or predicted dynamically by a learned network. For example, Gabor et al. (2019) used predefined subgoals for planning in MCTS. Czechowski et al. (2021) introduced a Subgoal Search method to obtain fixed-length subgoals with a low-level policy that predicts primitive actions for reaching subgoals. Kujanp a a et al. (2023) proposed Hierarchical Imitation Planning with Search (HIPS), which learns subgoals from expert demonstration data. Kujanp a a et al. (2024) extended HIPS to HIPS-ϵ, adding a low-level (primitive action) search to the high-level (subgoal) search, guaranteeing that subgoals are reachable. In summary, these previous works either adopt predefined options, learn subgoals from expert data, or do not incorporate options in MCTS planning. Compared to these works, our goal is to automatically discover options without relying on predefined options or expert data and to use options during planning. Mu Zero (Schrittwieser et al., 2020) is based on the foundation of Alpha Zero (Silver et al., 2018), distinguishing itself by learning environment transitions using neural networks. This allows Mu Zero to plan in advance without extra interaction with the environment, which is particularly advantageous in environments where such interactions are computationally expensive. Consequently, Mu Zero has achieved success in a wide range of domains (Schrittwieser et al., 2020; Danihelka et al., 2022; Antonoglou et al., 2021; Hubert et al., 2021; Mandhane et al., 2022; Wang et al., 2023). Published as a conference paper at ICLR 2025 For planning, Mu Zero adopts Monte Carlo tree search (MCTS) (Kocsis & Szepesv ari, 2006; Coulom, 2007; Browne et al., 2012), integrating three distinct networks: representation, dynamics, and prediction. Specifically, for an observation xt at time step t, the search determines an action at+1 using multiple simulations, each consisting of three phases: selection, expansion, and backup. The selection starts from the hidden state root node s0, selecting child nodes recursively until an unexpanded leaf node sl is reached. For each non-leaf node sk, the child node sk+1 (corresponding to action ak+1) is selected according to the highest PUCT (Rosin, 2011; Silver et al., 2017) score: Q(sk, ak+1) + P(sk, ak+1) b N(sk, b) 1 + N(sk, ak+1) cpuct, (1) where Q(sk, ak+1) is the estimated Q-value, P(sk, ak+1) is the prior probability, N(sk, ak+1) is the visit counts, and cpuct is a constant for exploration. In the expansion phase, to expand the leaf node sl, the dynamics network gθ is applied to perform the environmental transition: sl, rl = gθ(sl 1, al), where rl is the immediate reward. Note that when l = 0, the representation network hθ is used to initialize the root node: s0 = hθ(xt). Then, the prediction network fθ is applied to evaluate its policy and value: pl, vl = fθ(sl), where pl is used for P(sl, a) and vl is the estimated value for sl. The backup phase uses the obtained value vl to update the statistics Q(sk, ak+1) and N(sk, ak+1): Q(sk, ak+1) := N(sk, ak+1) Q(sk, ak+1) + Gk+1 N(sk, ak+1) + 1 and N(sk, ak+1) := N(sk, ak+1) + 1, (2) where Gk+1 = Pl k 1 τ=0 γτrk+1+τ + γl kvl is the cumulative reward discounted by a factor γ. During training, Mu Zero continuously performs self-play and optimization. The self-play process collects game trajectories, including xt, πt, at+1, ut+1, and zt for all time steps. For each xt, MCTS is conducted to produce the search policy πt. Then, an action at+1 πt is applied to the environment, obtaining an immediate reward ut+1 and moving forward to the next observation xt+1. In addition, zt is the n-step return. The optimization process updates the networks by sampling records from collected trajectories. For each sampled record xt, the process uses the networks to unroll it for K steps to obtain sk t with corresponding pk t , vk t , and rk t for 0 k K, where s0 t = hθ(xt) and sk t , rk t = gθ(sk 1 t , at+k) for k > 0. Then, all networks are jointly updated using k=0 lp(πt+k, pk t ) + k=0 lv(zt+k, vk t ) + k=1 lr(ut+k, rk t ) + c||θ||2, (3) where lp is the policy loss, lv is value loss, lr is the reward loss, and c||θ||2 is the L2 normalization. 4 OPTIONZERO 4.1 OPTION NETWORK Options are the generalization of actions to include temporally extended actions, which is applied interchangeably with primitive actions (Sutton et al., 1999; Bacon et al., 2017). In this context, options on Markov decision process (MDP) form a special case of decision problem known as a semi-Markov decision process (SMDP). Given a state st at time step t and an option length L, we enumerate all possible options, denoted as ot+1 = {at+1, at+2, ..., at+L}, by considering every sequence of primitive actions starting at st. When executing the option ot+1, we obtain a sequence of states and actions st, at+1, st+1, at+2, ..., st+L 1, at+L, st+L. Ideally, the probability of selecting each option can be calculated by multiplying the probabilities of each primitive action within the option, as illustrated in Figure 1a. For example, when L = 4, the probability of option o1 = {a1, a2, a3, a4} for s0 is P(a1) P(a2) P(a3) P(a4) = 0.84 = 0.4096, where P(ai) is the probability of selecting action ai. A naive approach to obtaining the option probabilities involves using a policy network to evaluate all possible states from st to st+L. However, this approach is computationally expensive, and the number of options grows exponentially as the option length L increases, making it infeasible to generate all options. In practice, since most options occur infrequently due to their lower probabilities, our primary interest lies in the dominant option. The dominant option, o1 = {a1, a2, ..., al}, is defined such that Published as a conference paper at ICLR 2025 𝑜1 = 𝑎1, 𝑎2, 𝑎3 = {𝑅, 𝑅, 𝑅} 𝐿 𝑅 𝑠𝑡𝑜𝑝 𝝎𝟏 0 0.8 0.2 𝝎𝟐 0 0.64 0.36 𝝎𝟑 0 0.512 0.488 𝝎𝟒 0 0.4096 0.5904 𝐿 𝑅 𝑠𝑡𝑜𝑝 𝝎𝟏 0.75 0 0.25 𝝎𝟐0.5625 0 0.4375 𝝎𝟑0.4219 0 0.5781 Figure 1: An illustration of calculating option in a decision tree. Each node represents a state with two possible actions, L and R, corresponding to the left and right transitions to the subsequent state. (a) The decision tree and probabilities for each option at state s. (b) The procedure of determining the dominant option from the option network. Πl i=1P(ai) > 0.5 Πl+1 i=1P(ai) 0.5, where Πl i=1P(ai) is the cumulative product of probabilities and 1 l L. For example, in Figure 1a, the dominant option for s0 is o1 = {a1, a2, a3} because P(a1) P(a2) P(a3) = 0.512 and P(a1) P(a2) P(a3) P(a4) = 0.4096, and the dominant option for s 0 is o 1 = {a 1, a 2}. This indicates that the length of the dominant option can vary, depending on how long the cumulative probabilities remain above the threshold of 0.5. In addition, this design ensures that there is only one dominant option for each state s, effectively preventing exponential growth in the number of possible options. Next, we incorporate the option network into the prediction network in Mu Zero, denoted as Ω, p, v = fθ(s), which predicts an additional option output, Ω, for predicting the dominant option at state s. Given the maximum option length L, the option network produces L distributions, Ω= {ω1, ω2, ..., ωL}, which are used to derive the dominant option, o1 = {a 1, a 2, ..., a l }, where a i = arg maxa ωi(a). Each ωi represents the conditional cumulative product probability of selecting a sequence of actions from a 1 to a i , i.e, ωi(a i ) = Πi j=1P(a j). Furthermore, a virtual action, called stop, is introduced to provide a termination condition. This stop action is the sum of probabilities for all actions except a , defined as ω(stop) = 1 ω(a ). To derive the dominant option from Ω, we progressively examine each ωi from ω1 to ωL, selecting a i as a i = arg maxa ωi(a) until i = L or a i becomes a stop action. We provide an example for obtaining the dominant options for state s0 and s 0, as shown in Figure 1b. This method allows for determining the dominant option at any state s without recurrently evaluating future states, reducing the computational costs. 4.2 PLANNING WITH DOMINANT OPTION IN MCTS This subsection describes the modifications to MCTS implemented in Option Zero to incorporate planning with the dominant option. For simplicity, we will use option to represent the dominant option in the rest of this paper. The planning generally follows the Mu Zero but with two modifications, including the network architecture and MCTS. For the network architecture, we add an additional option output to the prediction network, denoted as Ωk, pk, vk = fθ(sk), where Ωk, pk, and vk are the option distribution, policy distribution, and value at state sk, respectively. Note that we use superscript sk instead of subscript sk in this subsection. This is because sk represents the hidden state, obtained after unrolling k steps by the dynamics network from the initial hidden state s0. In contrast, sk denotes the actual observed state in the environment at time step k. As illustrated in the previous section, we can derive the option ok from Ωk. The dynamics network, denoted as sk+l, rk+1,k+l = gθ(sk, Ak+1), is modified to predict the next hidden state sk+l and the accumulated discounted reward rk+1,k+l upon executing a composite action Ak+1 at sk. The composite action, Ak+1, can be either a primitive action ak+1 or an option ok+1 with the length l. The accumulated discounted reward rk+1,k+l is computed as Pl i=1 γi 1rk+i,k+i, where ri,i represents the single immediate reward obtained by applying ai at state si 1. Note that the dynamics network supports unrolling the option directly, eliminating the need to recurrently evaluate each subsequent state from sk to sk+l. Next, we demonstrate the incorporation of options within MCTS. The search tree retains the structure of the original MCTS but includes edges for options that can bypass multiple nodes directly, as shown in Figure 2. This adaptation integrates options subtly while preserving the internal actions within options, allowing the tree to traverse states using either a primitive action or an option. Each Published as a conference paper at ICLR 2025 primitive expansion option expansion option selection primitive selection Backup Expansion Selection Figure 2: An illustration of each phase in MCTS in Option Zero. edge within the tree is associated with statistics {N(s, A), Q(s, A), P(s, A), R(s, A)}, representing its visit counts, estimated Q-value, prior probability, and reward, respectively. Moreover, for nodes that possess both a primitive edge and an option edge, the statistics of the primitive edge are designed to include those of the option edge. For example, if the tree traverses the node via the option edge, the visit counts for both the primitive and option edges are incremented. This ensures the statistics remain consistent with Mu Zero when only primitive edges are considered within the tree. We illustrate the modifications made to each phase of MCTS in the following. Selection. For any node sk, the selection of the next child node includes two stages: primitive selection and option selection. The primitive selection only considers primitive child nodes and remains consistent with Mu Zero by selecting the next action ak+1 based on the PUCT score based on equation 1. If the selected action ak+1 matches the first action in option ok+1, we then proceed with the option selection to determine whether to select this primitive action ak+1 or option ok+1. Option selection is similar to the primitive selection, using the PUCT score to compare both the primitive and option nodes. Since the option node is a successor node of the primitive node, the statistics for the primitive node need to be adjusted to exclude contributions from the option node in the option selection. We select either primitive or option nodes based on the higher PUCT score, which is calculated as follows: Q(sk, ok+1) + P(sk, ok+1) P b N(sk,b) 1+N(sk,ok+1) cpuct if option node, Q(sk, ak+1) + P(sk, ak+1) P b N(sk,b) 1+(N(sk,ak+1) N(sk,ok+1)) cpuct if primitive node. (4) The P(sk, ak+1) = max(0, P(sk, ak+1) P(sk, ok+1)) ensures that the prior remains non-negative. The adjusted estimated Q-value, Q(sk, ak+1), is calculated as N(sk,ak+1)Q(sk,ak+1) N(sk,ok+1)Q(sk,ok+1) N(sk,ak+1) N(sk,ok+1) . Note that P b N(sk, b) is the total visit counts for selecting ak+1 and ok+1, which is equivalent to N(sk, ak+1) because the statistics of the primitive node already include the statistics of option node. The selection process begins at the root node s0 until an unevaluated node sl is reached, as shown in Figure 2. Expansion. Assume the last two node in the selection path is sm and sl, where sm is the parent node of sl. To expand node sl, we derive rm+1,l, Ωl, pl, vl using the dynamics and prediction network. The reward rm+1,l is from sm to sl and used to initialize the edge R(sm, Am+1) = rm+1,l. The edge of all primitive child nodes are initialized as {N(sl, al+1) = R(sl, al+1) = Q(sl, al+1) = 0} and P(sl, al+1) = pl. Then, if the length of option ol+1 derived from Ωl is larger than 1, we expand the internal nodes following the action within the option. The statistics of each edge are initialized as 0 since these internal nodes are unevaluated. For the option node, the edge is initialized as {N(sl, ol+1) = R(sl, ol+1) = Q(sl, ol+1) = 0} and P(sl, ol+1) = ωl. Backup. The backup phase updates the visit counts and estimated Q-value from sl back to s0. Considering that sl may be accessed through various selection paths from s0, all edges on the possible paths from s0 to sl must be updated. This ensures that both the visited count and estimated Q-value of all nodes remain consistent within the search, regardless of the selection path chosen. We first obtain the l k-step estimate of the cumulative discounted reward as Gk = rk+1,l + γl kvl, where rk+1,l is the discounted reward from sk to sl and vl is the value at state sl. Since not all edges have been evaluated, we calculate rk+1,l by using r1,l r1,k γk , where r1,k and r1,l represent discounted rewards from the root node s0 to sk and sl, respectively. Then, we update the estimated Q-value of Published as a conference paper at ICLR 2025 each edge, Q(sk, Ak+1), using a similar approach as introduced in equation 2: Q(sk, Ak+1) := N(sk, Ak+1) Q(sk, Ak+1) + Gk+1 N(sk, Ak+1) + 1 , N(sk, Ak+1) := N(sk, Ak+1) + 1, (5) During planning, the MCTS performs a fixed number of simulations, each including the above three phases. Upon the search completed, MCTS selects a child node from the root node s0 based on probabilities proportional to their visit counts and performs the composite action in the environment. Overall, the additional complexity introduced by Option Zero, including the costs for the option network and maintaining statistics for option edges, is negligible compared to the original Mu Zero. 4.3 TRAINING OPTIONZERO We describe the optimization process using the self-play trajectory in Option Zero, as shown in Figure 3. For better illustration, we utilize three additional symbols, including O, U, τ, and ˆτ. Given a state st at time step t, Oi represents the i-th executed composite action starting from st, Ui is defined as the discounted reward obtained after executing Oi, τi denotes the action sequence length of Oi, and ˆτi = Pi j=1 τj is the accumulated length from O1 to Oi. For example, in Figure 3, from the perspective of st, we can obtain O1 = ot+1 = {at+1, at+2}, O2 = {at+3}, with corresponding discounted rewards U1 = ut+1 + γut+2, U2 = ut+3, action sequence lengths τ1 = 2, τ2 = 1, and accumulated lengths ˆτ1 = 2, ˆτ2 = 3. Then, the observed discounted reward U1 at st is calculated as Pτ1 1 i=0 γiut+1+i, aggregating the observed rewards provided by the environment with a discount factor γ. The n-step return zt is calculated as U1 + γˆτ1U2 + ... + γˆτT 1UT + γˆτT vt+ˆτT , where ˆτT = n. Note that vt+n is not always available, as st+n may be bypassed when options are executed. Consequently, we identify the smallest T such that ˆτT n, ensuring that the step count for the n-step return approximates n as closely as possible. In Figure 3, if n = 5, since st+5 is skipped by option, we then approximate the n-step return by using vt+6 as zt = U1 + γ2U2 + γ3U3 + γ4U4 + γ6vt+6. Next, we describe the training target for both the policy and option network. The search policy distribution πt is calculated in the same manner as in Mu Zero. For the option network, given an option length L at state st, we examine its subsequent states to derive the training target, Φt = {ϕt, ϕt+1, ..., ϕt+L 1}. Each ϕi is a one-hot vector corresponding to the training target for ωi. Specifically, for any state s, if the option network predicts an option o = {a1, a2, ..., al} that exactly matches the composite action O = {a1, a2, ..., al} executed in the environment, then the option learns the action sequence, i.e., ϕi = onehot(ai+1) for 0 i l 1. Conversely, if o = O, then the option learns to stop, i.e., ϕi = onehot(stop). We iterate this process to set each ϕ from st to st+L 1. If ϕt+i is set to learn stop, subsequent ϕt+j should follow, i.e., ϕt+j = onehot(stop) for i j L 1. Note that if the length of predicted option oi is zero, oi is defined as {ai+1}, where ai+1 = arg maxa pi(a) is determined according to the policy network. This method ensures that the option network eventually learns the cumulative probability of the dominant option, as described in subsection 4.1. Figure 3 shows an example of setting the training target for the option network. If ot+2 = O2, then the option network learns {at+1, at+2, stop}, {stop, stop, stop}, and {at+4, at+5, at+6}, for st, st+2, and st+3, respectively. 𝑠𝑡 𝑠𝑡+1 𝑠𝑡+2 𝑠𝑡+3 𝑠𝑡+4 𝑠𝑡+5 𝑠𝑡+6 𝑜𝑡+1 = 𝒪1 𝑜𝑡+3 𝒪2 𝑜𝑡+4 = 𝒪3 𝑜𝑡+5 = 𝒪4 Φ𝑡 Φ𝑡+2 Φ𝑡+3 𝑣𝑡 𝑣𝑡+2 𝑣𝑡+3 𝑣𝑡+4 𝑣𝑡+6 𝒰1 = 𝑢𝑡+1 + 𝛾𝑢𝑡+2 𝒰2 = 𝑢𝑡+3 𝒰3 = 𝑢𝑡+4 𝒰4 = 𝑢𝑡+5 + 𝛾𝑢𝑡+6 𝒪1 = 𝑎𝑡+1, 𝑎𝑡+2 𝒪2 = {𝑎𝑡+3} 𝒪3 = {𝑎𝑡+4} 𝒪4 = {𝑎𝑡+5, 𝑎𝑡+6} onehot 𝑠𝑡𝑜𝑝 onehot 𝑠𝑡𝑜𝑝 onehot 𝑠𝑡𝑜𝑝 onehot 𝑎𝑡+4 onehot 𝑎𝑡+5 onehot 𝑎𝑡+6 onehot 𝑎𝑡+1 onehot 𝑎𝑡+2 onehot 𝑠𝑡𝑜𝑝 𝜏1 = 2 𝜏2 = 1 𝜏3 = 1 𝜏4 = 2 Figure 3: An illustration of optimization in Option Zero. The notion is from the perspective of st. During the optimization phase, the sampled state st is trained with K unrolling steps, where each step can be either a primitive action or an option. This enables the dynamics network to learn the Published as a conference paper at ICLR 2025 environment transitions that incorporate options. The loss is modified from equation 3 as follows: k=0 lp(πt+ˆτk, pk t ) + k=0 lv(zt+ˆτk, vk t ) + k=1 lr(Uk, rk t ) + k=0 lo(Φt+ˆτk, Ωk t ) + c||θ||2, (6) where ˆτ0 = 0. Note that the option loss lo includes L cross-entropy losses. 5 EXPERIMENT 5.1 OPTIONZERO IN GRIDWORLD We first train Option Zero in Grid World, a toy environment where the objective is to navigate an agent through a grid map with walls from a start position (S) to a goal (G) via the shortest possible route. The maximum option length is set to nine. Other training details are provided in Appendix A. Figure 4 shows the options learned by the option network at four stages of training: 25%, 50%, 75%, and 100% completion. It can be observed that the learning behavior of Option Zero evolves distinctly across different stages. In the early stage (25%), the model mainly relies on primitive actions, identifying options only when approaching the goal. In the middle stages (50% and 75%), the model begins to establish longer options, progressively learning options with lengths from two up to nine. In the final stage (100%), the model has learned the optimal shortest path using options. Notably, using only primitive actions, the optimal path requires an agent to take at least 30 actions. In contrast, Option Zero achieves this with just four options, accelerating the training process by approximately 7.5 times in this example. This substantial reduction highlights Option Zero s efficacy, especially in more complex environments. This experiment also shows that the option network can progressively learn and refine options during training, without requiring predefined options. Figure 4: Visualization of options learned by Option Zero at different stages of training in Grid World. 5.2 OPTIONZERO IN ATARI GAMES Next, we evaluate Option Zero on Atari games, which are commonly used for investigating options (Sharma et al., 2016; de Waard et al., 2016; Durugkar et al., 2016; Bacon et al., 2017; Vezhnevets et al., 2016; Kim et al., 2023; Lakshminarayanan et al., 2017; Riemer et al., 2020) due to their visually complex environments and subtle frame differences between states, making training with primitive actions inefficient. We train three Option Zero models, denoted as ℓ1, ℓ3, and ℓ6, each configured with maximum option lengths L = 1, 3, and 6, respectively. Detailed experiment setups are provided in Appendix B. The model ℓ1 serves as a baseline, identical to Mu Zero, where no options are used during training. In addition, we adopt the frameskip technique (Mnih et al., 2015), commonly used in training on Atari games, set to 4. Namely, this results in a frame difference between 24 states when executing an option of length 6. This requires Option Zero to strategically utilize options when necessary, rather than indiscriminately. Table 1 shows the results of 26 Atari games. Both ℓ3 and ℓ6 outperform the baseline ℓ1 in mean and median human-normalized scores, with ℓ3 achieving the best performance at 1054.30% and 391.69%, representing improvements of 131.58% and 63.29% over ℓ1. Overall, 20 out of 26 games perform better than ℓ1 for ℓ3, and 17 for ℓ6. There are 12 games where scores consistently increase as the option length increases. For example, in up n down, the scores rise by 63810.83 and 79503.9 from ℓ1 to ℓ6. Conversely, there are only four games where scores decrease as the option length increases. For example, in bank heist, scores drop by 156.54 and 511.26, respectively. We find that this decline is likely due to the difficulty of the dynamics network in learning environment transitions (Vries et al., 2021; He et al., 2024; Guei et al., 2024) in games with more complex action spaces. Published as a conference paper at ICLR 2025 As the option length increases, the number of possible option combinations grows. Although we focus on learning the dominant option, the dynamics network still needs to learn across all dominant options. In games like bank heist, which offers a wide range of strategic possibilities for different option combinations, the learning complexity for the dynamics network increases. Nevertheless, most of the games still improve when training with options, demonstrating that options enable more effective planning. Table 1: Scores on 26 Atari games. Bold text in ℓ3 and ℓ6 indicates scores that surpass ℓ1. Game Random Human Option Zero ℓ1 ℓ3 ℓ6 alien 128.30 6,371.30 2,437.30 2,900.07 3,748.73 amidar 11.79 1,540.43 780.26 820.77 862.17 assault 166.95 628.89 18,389.88 19,302.04 21,593.53 asterix 164.50 7,536.00 177,128.50 188,999.00 187,716.00 bank heist 21.70 644.50 1,097.63 950.13 906.53 battle zone 3,560.00 33,030.00 53,326.67 53,583.33 39,556.67 boxing -1.46 9.61 97.71 95.09 96.00 breakout 1.77 27.86 371.30 375.58 364.11 chopper command 644.00 8,930.00 43,951.67 60,181.67 45,518.67 crazy climber 9,337.00 32,667.00 110,634.00 114,390.00 128,455.67 demon attack 208.25 3,442.85 103,823.17 117,270.57 109,092.33 freeway 0.17 25.61 29.46 31.06 31.45 frostbite 90.80 4,202.80 3,183.40 3,641.10 6,047.97 gopher 250.00 2,311.00 70,985.27 68,240.60 63,951.47 hero 1,580.30 25,839.40 13,568.20 19,073.18 19,919.22 jamesbond 33.50 368.50 8,155.50 13,276.67 8,571.17 kangaroo 100.00 2,739.00 8,929.67 12,294.00 13,951.33 krull 1,151.90 2,109.10 10,255.37 10,098.83 9,587.57 kung fu master 304.00 20,786.80 66,304.67 68,528.33 69,452.33 ms pacman 197.80 15,375.05 3,695.60 4,952.37 4,706.63 pong -17.95 15.46 19.37 15.49 17.39 private eye 662.78 64,169.07 116.83 90.76 83.24 qbert 159.38 12,085.00 17,155.50 30,748.42 36,328.08 road runner 200.00 6,878.00 26,971.33 32,786.67 21,699.67 seaquest 215.50 40,425.80 3,592.53 5,606.63 6,754.50 up n down 707.20 9,896.10 217,021.60 280,832.43 360,336.33 Mean (%) 0.00 100.00% 922.72% 1054.30% 1025.56% Median (%) 0.00 100.00% 328.40% 391.69% 329.77% 5.3 OPTION UTILIZATION AND BEHAVIOR ANALYSIS This subsection analyzes how options are applied to better understand the planning process of Option Zero. Table 2 presents the average percentages of primitive actions (% a) and options (% o), and the distribution of different option lengths (% l) across 26 games. In addition, columns l , % Rpt. , and % NRpt. show the average action sequence length executed in games, the proportions of options that repeat a single primitive action or involve more than one action types, respectively. Detailed statistics for each game are provided in Appendix D. From the table, we observe that primitive actions are generally the majority, accounting for over 60% in both ℓ3 and ℓ6. This is because Atari uses a frameskip of four, which means that each primitive action already spans across four states. The use of frameskip four is well-established in previous research, and our experiments further corroborate these findings. However, there are still nearly 30% of states that can adopt options. When comparing the use of options, it is notable that ℓ6 applies options less frequently, with a percentage of 30.57% compared to 37.62% in ℓ3. However, the average action sequence length for ℓ6 (2.03) is longer than that of ℓ3 (1.69). This is because action sequences that involve taking two consecutive three-step options in ℓ3 are merged into a single six-step option in ℓ6, resulting in a lower usage rate of options in statistics. In summary, our findings reveal that Option Zero strategically learns to utilize options as well as employ primitive actions at critical states instead of indiscriminately utilizing longer options. Next, among the different option lengths used, we observe that generally the longer option lengths are preferred. This suggests that if a state already has applicable options, it is likely these options will be extended further, resulting in a trend towards longer options. This behavior is consistent with the Published as a conference paper at ICLR 2025 Table 2: Proportions of options with different lengths and options with repeated primitive actions for ℓ3 and ℓ6 in Atari games. % a % o % 2 % 3 % 4 % 5 % 6 l % Rpt. % NRpt. ℓ3 62.38% 37.62% 6.23% 31.39% - - - 1.69 75.94% 24.06% ℓ6 69.43% 30.57% 8.55% 3.52% 1.86% 0.99% 15.64% 2.03 74.12% 25.88% gradual increase in option lengths observed in gridworld as described in subsection 5.1, illustrating the capability of Option Zero to effectively discover and extend longer options when beneficial. Finally, we investigate the composition of primitive actions in options. From Table 2, approximately 75% of options consist of repeated primitive actions, similar to the findings in Sharma et al. (2016). For example, in freeway, a game where players control chickens across a traffic-filled highway from bottom to top, the most commonly used options by Option Zero are sequences of repeated Up actions (U-U-U in ℓ3 and U-U-U-U-U-U in ℓ6), guiding the chicken to advance upwards. In addition, Option Zero prefers repeated Noop actions, strategically pausing to let cars pass before proceeding. On the other hand, some games still require options composed of diverse combinations of primitive action. For example, in crazy climber, a game where players control the left and right side of the body to climb up to the top, Option Zero utilizes options consisting of non-repeated actions. These options often interleave Up and Down actions to coordinate the movements of the player s hands and feet, respectively. More interestingly, Option Zero also learns to acquire options involving combination skills under specific circumstances. In hero, only 4.60% of options involve non-repeated actions. Although the chance is small, such options are crucial during the game. For example, as depicted in Figure 5, the agent executes a series of strategically combined options, including landing from the top, planting a bomb at the corner to destroy a wall, swiftly moving away to avoid injury from the blast, and then skillfully times its movement to the right while firing after the wall is demolished. It is worth noting that there are a total of 24 primitive actions executed from Figure 5a to 5e, but only four options are executed in practice, showing that using option provides effective planning. In conclusion, our results demonstrate that Option Zero is capable of learning complex action sequences tailored to specific game dynamics, effectively discovering the required combinations whether the options are shorter, longer, or contain repeated actions. We have provided the top frequency of options used in each game in the Appendix D.5. (a) RF-RF-RF-RF-D-D (b) D-L-L-L-L-L (c) L-L-RF-RF-RF-RF (d) RF-RF-RF-RF-RF-RF (e) RF-RF-RF-RF-RF-RF Figure 5: Sequence of game play from (a) to (e) for Option Zero in hero. The actions R, L, D, and F represent moving right, moving left, placing bombs, and firing, respectively. 5.4 OPTION UTILIZATION IN THE SEARCH We further investigate the options used during planning. Table 3 lists the results for ℓ1, ℓ3, and ℓ6, including the proportions of search trees that consist of at least one option edge is expanded in MCTS ( % in Tree ), the proportions of simulations that at least one option has been selected during search ( % in Sim. ), the average tree depth, the median tree depth, and the maximum tree depth. Detailed statistics for each game are provided in Appendix D.3. The results show that approximately 90% of search trees expand options, but only around 30% of search trees choose options during selection. Considering the nature of exploration in MCTS, it is reasonable that not all simulations Published as a conference paper at ICLR 2025 will incorporate options. Surprisingly, there are still certain game states for which the search process does not use options at all. Especially in hero, From ℓ3 to ℓ6, the proportion of search trees utilizing options decreases from 74.43% to 54.39%, showing that there are numerous game states where options are not required. However, the performance remains consistent, suggesting that the planning could concentrate on applying options in certain states. Note that the less frequent use of options does not cause undesirable results; eventually, the search behaves similarly to that of Mu Zero. Table 3: Proportions of options in search tree for ℓ3 and ℓ6 in Atari games. % in Tree % in Sim. Avg. tree depth Median tree depth Max tree depth ℓ1 0.00% 0.00% 14.52 12.58 48.54 ℓ3 91.43% 28.94% 20.74 18.23 121.46 ℓ6 87.48% 22.28% 24.92 19.35 197.58 Finally, we compare the tree depths of the MCTS process with and without options. It is naturally considered that applying options provides a deeper tree, which helps in identifying longer future state sequences for better planning and avoiding pitfalls. From the statistics, the average search tree depths generally increase as the maximum option length increases, rising by 6.22 from ℓ1 to ℓ3 and by 10.4 from ℓ1 to ℓ6. Interestingly, there are counterexamples where the average depth decreases, such as hero. Although the average tree depth decreases in hero (22.30, 17.06, and 12.15 for ℓ1, ℓ3, and ℓ6), the performance is improved, as shown in Table 1. Furthermore, by comparing the median tree depth (19, 10, and 7) and maximum tree depth (50, 147, and 276) in hero, it can be derived that the model learns to perform deep searches depending on whatever the state requires. Ultimately, whether to conduct a deeper or shallower search tree is learned by Option Zero automatically. For the maximum tree depth, the baseline ℓ1 approaches the simulation budget of 50 nodes, meaning the search process may continuously exploit the same promising branch. When integrating with options, although the maximum depths increase, they do not always approach the simulation budgets of 150 and 300. The average numbers of maximum depths are 48.54, 121.46, and 192.27, equivalent to 97.08%, 80.97%, and 64.09% of the budgets, reflecting that the maximum depth is converging. This observation suggests that using an option length of 3 or 6 is sufficient in Atari games. 6 DISCUSSION This paper presents Option Zero, a method that integrates options into the well-known Mu Zero algorithm. Option Zero autonomously discovers options through self-play games and efficiently simulates environment transitions across multiple states with options during planning, which not only eliminates the requirement for obtaining options in advance but also reduces the overhead for examining consecutive states during planning. The empirical results on Atari games demonstrate a significant improvement of 131.58% in mean human-normalized scores, and the behavior analysis reveals that Option Zero effectively discovers options tailored to the specific challenges of each environment. In conclusion, our findings suggest that Option Zero not only discovers options without human knowledge but also maintains efficiency during planning. This makes Option Zero easily applicable to other applications, further extending the versatility of the Mu Zero algorithm. As Option Zero builds upon Mu Zero, it can be easily applied to various environments. For example, when applied to two-player games, Option Zero is expected to discover optimal strategies for both players at specific states. In strategic games such as Star Craft, our approach can learn skillfully combined options, enhancing further explainability and facilitating human learning, as illustrated in subsection 5.3. Option Zero can also be integrated with Sampled Mu Zero (Hubert et al., 2021) to support environments with complex action spaces, like robotic environments. Nevertheless, our experiments show that Option Zero does not improve performance in all games, especially in environments with numerous option types or visually complex observations, the dynamics network might struggle to learn well. Future work could explore integrating Option Zero with other dynamics models, such as S4 (Gu et al., 2021) or Dreamer (Hafner et al., 2020). Finally, the current design of the option networks requires a predefined maximum option length. Dynamically extending this maximum option length could be a promising direction for future work. We hope our approach and findings provide promising directions in planning with reinforcement learning for future researchers. Published as a conference paper at ICLR 2025 ETHICS STATEMENT We do not foresee any ethical issues in this research work. All data are generated by our programs. REPRODUCIBILITY STATEMENT For reproducing the work, we have provided the details of the proposed algorithm in Section 4 and Appendix A, and the setup of training in Appendix B. The source code, scripts for processing behavior analysis, and trained models are available at https://rlg.iis.sinica.edu.tw/papers/optionzero. 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URL https://proceedings.neurips. cc/paper/2021/hash/d5eca8dc3820cad9fe56a3bafda65ca1-Abstract. html. Kenny Young and Richard S. Sutton. Iterative Option Discovery for Planning, by Planning, December 2023. URL http://arxiv.org/abs/2310.01569. Published as a conference paper at ICLR 2025 A IMPLEMENTATION DETAILS In this section, we detail our Option Zero implementation, which is built upon a publicly available Mu Zero framework (Wu et al., 2025). A.1 MCTS DETAILS The MCTS implementation mainly follows that introduced in Section 4.2, with minor details described below. Dirichlet noise To encourage exploration, in Mu Zero, Dirichlet noise is applied to the root node. Similarly, in Option Zero, since option can also be executed in the environment, we apply Dirichlet noise to both primitive selection and option selection at the root node. Default estimated Q value For primitive selection, we follow the default estimated Q value for Atari games in the framework (Wu et al., 2025) that enhances exploration: ( QΣ(s) NΣ(s) NΣ(s) > 0 1 NΣ(s) = 0, (7) where NΣ(s) = P b 1N(s,b)>0, QΣ(s) = P b 1N(s,b)>0Q(s, b), and 1N(s,b)>0 is the characteristic function that only considers primitive child nodes with non-zero visit counts. For option selection, since the contributions of option child node are included in the statistics of its corresponding predecessor primitive child node, we use a default estimated Q value that incorporates a virtually losing outcome: ˆQ(s) = Q(s, a) N(s, a) N(s, a) + 1 , (8) where N(s, a) is the visit counts of the primitive child node, and Q(s, a) is the mean value of the primitive child node. A.2 MCTS COMPLEXITY The complexity of the modified MCTS remains the same as the original, with additional minor computational costs in introducing a new network head to predict and use the dominant option. Specifically, in the selection phase, the only added step is comparing the PUCT scores of option child nodes and primitive child nodes, as in equation 4. In the expansion phase, the option policy Ωis evaluated along with policy p and value v. Since most network weights of the option policy head are shared with the rest of the network, the impact on runtime is negligible. While more nodes are initially expanded, each simulation evaluates only one node at a time. In the backup phase, as the statistics of option edges can be easily derived from primitive edges, only the statistics of primitive edges are maintained in practice, eliminating the additional cost of updating all possible option edges. A.3 GRIDWORLD ENVIRONMENT The implementation is also built upon the same framework (Wu et al., 2025), with a custom Grid World environment added. The reward of the environment is defined as follows: the initial total reward is 200 points, and for each action or option taken, one point is deducted from the reward. A.4 NETWORK ARCHITECTURE The network architecture follows a structure similar to Mu Zero. As discussed in Section 4, the option network is incorporated into the prediction network. Specifically, besides the policy head, we add additional L 1 option heads for predicting Ω= {ω2, ω3, ..., ωL}, initialized to predict the stop. Note that there is no need for extra prediction of ω1, since we can directly get the first action of the dominant option from policy head by choosing a 1 = arg maxa p(a). Additionally, the dynamics network is modified to simulate the environment transitions of executing both primitive actions and Published as a conference paper at ICLR 2025 options. By extending the original action input, the action sequence input to the dynamics network is encoded into a fixed number of L planes for supporting options with different lengths, with the lth plane corresponding to the lth move inside an option. Note that when l < L, the subsequent planes are set to zero, representing no moves. Atari games We additionally adopt the state consistency (Ye et al., 2021). Therefore, the Sim Siam (Chen & He, 2021) architecture is included to calculate the consistency loss. Grid World The network architecture generally follows the architecture tailored for Atari games. However, in the design of the representation network, we removed the down-sampling mechanism, adopting a setup similar to Mu Zero for board games as in Wu et al. (2025). B TRAINING OPTIONZERO In this section, we describe the details for training Option Zero models used in the experiments. The experiments are conducted on machines with 24 CPU cores and four NVIDIA GTX 1080 Ti GPUs. For the training configurations, we generally follow those in Mu Zero, where the hyperparameters are listed in Table 4. Table 4: Hyperparameters for training. Parameter Atari Grid world Optimizer SGD Optimizer: learning rate 0.1 Optimizer: momentum 0.9 Optimizer: weight decay 0.0001 Discount factor 0.997 Priority exponent (α) 1 Priority correction (β) 0.4 Bootstrap step (n-step return) 5 MCTS simulation 50 Softmax temperature 1 Frames skip 4 - Frames stacked 4 - Iteration 300 400 Training steps 60k 80k Batch size 512 1024 # Blocks 2 1 Replay buffer size 1M frames 8k games Max frames per episode 108k - Dirichlet noise ratio 0.25 0.3 Atari games For Atari games, each setting is trained for 3 runs on each game, with each model taking approximately 22 hours to complete. Since we introduce an additional head to predict option, the training time slightly increases as the max option length increases. For ℓ1, the training time is approximately 21.89 hours. For ℓ3 and ℓ6, the training times increase to around 22.28 hours and 22.95 hours, representing increases of 1.8% and 4.8%, respectively. The performance is measured based on the average score of the latest 100 completed games in each run during the training (Hessel et al., 2021). The training curves are shown in Figure 6. Grid World In this toy example, we aim to clearly show that the length of the learned options can be extended as the training time increases. For training, we use a maximum option length L = 9, fixing the goal position and selecting random starting points. As for the evaluation, we fix the starting point and the goal as shown in Figure 4. The evaluation also uses 50 MCTS simulations, and the original softmax function is replaced with max selection. Published as a conference paper at ICLR 2025 0k 10k 20k 30k 40k 50k 60k 0.0k 0k 10k 20k 30k 40k 50k 60k 0.0k 0k 10k 20k 30k 40k 50k 60k 0k 0k 10k 20k 30k 40k 50k 60k 0k 0k 10k 20k 30k 40k 50k 60k 0.0k 1.2k bank heist 0k 10k 20k 30k 40k 50k 60k 0k battle zone 0k 10k 20k 30k 40k 50k 60k 0k 10k 20k 30k 40k 50k 60k 0k 10k 20k 30k 40k 50k 60k 0k chopper command 0k 10k 20k 30k 40k 50k 60k 0k crazy climber 0k 10k 20k 30k 40k 50k 60k 0k demon attack 0k 10k 20k 30k 40k 50k 60k -5 0k 10k 20k 30k 40k 50k 60k 0k 10k 20k 30k 40k 50k 60k 0k 0k 10k 20k 30k 40k 50k 60k 0k 10k 20k 30k 40k 50k 60k 0.0k 0k 10k 20k 30k 40k 50k 60k 0k 10k 20k 30k 40k 50k 60k 0k 0k 10k 20k 30k 40k 50k 60k 0k kung fu master 0k 10k 20k 30k 40k 50k 60k 0.0k 0k 10k 20k 30k 40k 50k 60k -24 0k 10k 20k 30k 40k 50k 60k -1.5k 10.5k private eye 0k 10k 20k 30k 40k 50k 60k 0k 0k 10k 20k 30k 40k 50k 60k road runner 0k 10k 20k 30k 40k 50k 60k 0k 0k 10k 20k 30k 40k 50k 60k 0k Figure 6: Training curves on 26 Atari games. Published as a conference paper at ICLR 2025 C ABLATION STUDY FOR OPTIONZERO For the ablation study, we train Option Zero with a maximum option length L = 3, but disable the execution of options in the environment, using them solely for MCTS planning, denoted as nℓ3. Since all composite actions are primitive actions, we define each oi as {ai+1}, where ai+1 = arg maxa pi(a) and train the option network according to the policy network. According to the results shown in Table 5, n-ℓ3 achieves a mean human-normalized score of 1008.15%, which is 85.43% higher than the baseline ℓ1, indicating that Option Zero still enhances MCTS planning with options without executing them. Notably, in games that require precise step-by-step predictions, such as gopher, n-ℓ3 outperforms ℓ3, indicating that planning for every step remains crucial for certain games. However, in games that benefit from bypassing unimportant frames, such as seaquest, the performance of n-ℓ3 is only comparable to baseline. Table 5: Scores on 26 Atari games for the ablation study. Bold text in ℓ3 and n-ℓ3 indicates scores that surpass ℓ1. Game Random Human Option Zero ℓ1 ℓ3 n-ℓ3 alien 128.30 6,371.30 2,437.30 2,900.07 3,523.20 amidar 11.79 1,540.43 780.26 820.77 848.97 assault 166.95 628.89 18,389.88 19,302.04 19,378.79 asterix 164.50 7,536.00 177,128.50 188,999.00 202,183.33 bank heist 21.70 644.50 1,097.63 950.13 1,081.10 battle zone 3,560.00 33,030.00 53,326.67 53,583.33 65,660.00 boxing -1.46 9.61 97.71 95.09 94.58 breakout 1.77 27.86 371.30 375.58 427.18 chopper command 644.00 8,930.00 43,951.67 60,181.67 79,340.33 crazy climber 9,337.00 32,667.00 110,634.00 114,390.00 122,865.67 demon attack 208.25 3,442.85 103,823.17 117,270.57 104,351.00 freeway 0.17 25.61 29.46 31.06 30.93 frostbite 90.80 4,202.80 3,183.40 3,641.10 3,923.63 gopher 250.00 2,311.00 70,985.27 68,240.60 73,338.67 hero 1,580.30 25,839.40 13,568.20 19,073.18 14,181.65 jamesbond 33.50 368.50 8,155.50 13,276.67 7,172.17 kangaroo 100.00 2,739.00 8,929.67 12,294.00 11,175.33 krull 1,151.90 2,109.10 10,255.37 10,098.83 17,420.13 kung fu master 304.00 20,786.80 66,304.67 68,528.33 67,735.67 ms pacman 197.80 15,375.05 3,695.60 4,952.37 4,762.23 pong -17.95 15.46 19.37 15.49 20.01 private eye 662.78 64,169.07 116.83 90.76 94.71 qbert 159.38 12,085.00 17,155.50 30,748.42 22,321.75 road runner 200.00 6,878.00 26,971.33 32,786.67 23,784.67 seaquest 215.50 40,425.80 3,592.53 5,606.63 3,378.60 up n down 707.20 9,896.10 217,021.60 280,832.43 238,409.40 Normalized Mean 0.00 100.00 % 922.72 % 1054.30 % 1008.15 % Normalized Median 0.00 100.00 % 328.40 % 391.69 % 341.19 % Published as a conference paper at ICLR 2025 D IN-DEPTH BEHAVIOR ANALYSIS In this experiment section, we conduct detailed analysis for ℓ3 and ℓ6 in 26 Atari games. D.1 OPTIONS APPLIED IN GAMES We present the statistics in all 26 Atari games conducted for the behavior analysis in Section 5.3. Specifically, we provide the numbers of options types, option usages, proportions of options with repeated actions, and the average option lengths for ℓ3 and ℓ6 in Table 6 and Table 7, respectively. The columns # {a} and # {o} show the numbers of available primitive actions and the numbers of the options recorded during evaluation, columns % a and % o show the proportions of actions and options applied during the game, columns % Rpt. and % NRpt. show the proportions of options with repeated primitive actions and options with more than one action type, and column l shows the average options length (including primitive action). We also provide the proportions of options with different lengths for both ℓ3 and ℓ6 in Table 8. Table 6: Numbers of option types, option usages, proportions of options with repeated actions, and average option lengths for ℓ3 in 26 Atari games. Game # {a} # {o} % a % o % Rpt. % NRpt. l alien 18 185 67.66% 32.34% 94.54% 5.46% 1.61 amidar 10 187 65.51% 34.49% 98.43% 1.57% 1.65 assault 7 139 78.84% 21.16% 57.20% 42.80% 1.30 asterix 9 163 92.82% 7.18% 90.74% 9.26% 1.10 bank heist 18 138 41.93% 58.07% 7.60% 92.40% 2.05 battle zone 18 217 88.89% 11.11% 95.33% 4.67% 1.18 boxing 18 240 39.53% 60.47% 50.54% 49.46% 2.12 breakout 4 64 79.00% 21.00% 84.03% 15.97% 1.32 chopper command 18 242 76.08% 23.92% 92.28% 7.72% 1.41 crazy climber 9 158 50.93% 49.07% 25.09% 74.91% 1.94 demon attack 6 153 76.70% 23.30% 88.74% 11.26% 1.38 freeway 3 30 39.20% 60.80% 95.04% 4.96% 2.19 frostbite 18 273 58.10% 41.90% 94.14% 5.86% 1.81 gopher 8 325 51.44% 48.56% 68.60% 31.40% 1.88 hero 18 346 81.72% 18.28% 95.40% 4.60% 1.34 jamesbond 18 376 51.34% 48.66% 67.24% 32.76% 1.90 kangaroo 18 230 29.84% 70.16% 70.54% 29.46% 2.36 krull 18 182 67.72% 32.28% 54.58% 45.42% 1.54 kung fu master 14 536 38.48% 61.52% 70.51% 29.49% 2.15 ms pacman 9 181 65.01% 34.99% 94.70% 5.30% 1.67 pong 6 159 24.57% 75.43% 76.98% 23.02% 2.47 private eye 18 233 93.60% 6.40% 78.74% 21.26% 1.08 qbert 6 105 50.04% 49.96% 97.84% 2.16% 1.97 road runner 18 144 85.95% 14.05% 65.92% 34.08% 1.23 seaquest 18 340 74.88% 25.12% 70.92% 29.08% 1.38 up n down 6 116 52.06% 47.94% 88.89% 11.11% 1.91 Average - - 62.38% 37.62% 75.94% 24.06% 1.69 Published as a conference paper at ICLR 2025 Table 7: Numbers of option types, option usages, proportions of options with repeated actions, and average option lengths for ℓ6 in 26 Atari games. Game # {a} # {o} % a % o % Rpt. % NRpt. l alien 18 411 69.28% 30.72% 94.13% 5.87% 2.30 amidar 10 318 67.62% 32.38% 97.19% 2.81% 2.22 assault 7 367 78.71% 21.29% 58.78% 41.22% 1.35 asterix 9 199 92.68% 7.32% 86.80% 13.20% 1.10 bank heist 18 588 48.17% 51.83% 11.88% 88.12% 2.28 battle zone 18 513 91.54% 8.46% 95.21% 4.79% 1.24 boxing 18 568 48.46% 51.54% 40.29% 59.71% 2.77 breakout 4 132 81.21% 18.79% 85.92% 14.08% 1.28 chopper command 18 351 82.75% 17.25% 87.56% 12.44% 1.40 crazy climber 9 724 60.69% 39.31% 26.15% 73.85% 2.58 demon attack 6 301 82.64% 17.36% 88.16% 11.84% 1.34 freeway 3 118 45.38% 54.62% 90.66% 9.34% 3.45 frostbite 18 708 66.80% 33.20% 86.23% 13.77% 2.45 gopher 8 692 56.12% 43.88% 64.71% 35.29% 2.01 hero 18 576 89.58% 10.42% 85.05% 14.95% 1.39 jamesbond 18 735 66.08% 33.92% 86.88% 13.12% 2.30 kangaroo 18 718 40.00% 60.00% 64.44% 35.56% 3.43 krull 18 679 60.31% 39.69% 45.89% 54.11% 2.07 kung fu master 14 1386 53.09% 46.91% 53.40% 46.60% 2.53 ms pacman 9 219 77.13% 22.87% 94.95% 5.05% 1.77 pong 6 741 36.82% 63.18% 61.09% 38.91% 3.71 private eye 18 488 97.04% 2.96% 77.05% 22.95% 1.06 qbert 6 450 62.79% 37.21% 92.84% 7.16% 2.52 road runner 18 225 96.19% 3.81% 90.55% 9.45% 1.10 seaquest 18 621 82.41% 17.59% 76.38% 23.62% 1.38 up n down 6 226 71.65% 28.35% 84.88% 15.12% 1.84 Average - - 69.43% 30.57% 74.12% 25.88% 2.03 Table 8: Proportions of options with different lengths for ℓ3 and ℓ6 in 26 Atari games. Game ℓ3 ℓ6 % 1 % 2 % 3 % 1 % 2 % 3 % 4 % 5 % 6 alien 67.66% 4.03% 28.31% 69.28% 4.24% 1.47% 0.97% 0.60% 23.44% amidar 65.51% 3.52% 30.97% 67.62% 7.09% 2.36% 1.71% 0.60% 20.61% assault 78.84% 11.85% 9.30% 78.71% 11.74% 6.61% 1.90% 0.63% 0.42% asterix 92.82% 4.02% 3.17% 92.68% 5.99% 0.62% 0.29% 0.13% 0.28% bank heist 41.93% 11.46% 46.62% 48.17% 20.37% 10.52% 6.66% 4.31% 9.96% battle zone 88.89% 4.34% 6.77% 91.54% 3.16% 1.33% 0.53% 0.22% 3.23% boxing 39.53% 8.56% 51.91% 48.46% 13.74% 6.25% 2.73% 1.77% 27.05% breakout 79.00% 9.96% 11.04% 81.21% 13.30% 3.81% 0.77% 0.29% 0.63% chopper command 76.08% 7.09% 16.83% 82.75% 9.00% 2.16% 1.08% 1.32% 3.70% crazy climber 50.93% 4.63% 44.44% 60.69% 6.37% 3.30% 1.44% 0.71% 27.49% demon attack 76.70% 8.23% 15.07% 82.64% 9.64% 3.46% 1.70% 0.69% 1.87% freeway 39.20% 2.61% 58.19% 45.38% 4.93% 1.91% 0.98% 0.50% 46.29% frostbite 58.10% 2.83% 39.08% 66.80% 3.29% 1.67% 0.92% 0.63% 26.70% gopher 51.44% 9.24% 39.32% 56.12% 22.73% 6.51% 3.45% 1.56% 9.64% hero 81.72% 2.46% 15.82% 89.58% 2.57% 0.66% 0.24% 0.17% 6.78% jamesbond 51.34% 7.10% 41.55% 66.08% 6.68% 3.14% 1.27% 0.99% 21.83% kangaroo 29.84% 4.47% 65.68% 40.00% 8.47% 4.77% 3.47% 1.51% 41.78% krull 67.72% 10.98% 21.30% 60.31% 12.44% 9.58% 5.16% 2.45% 10.06% kung fu master 38.48% 7.74% 53.77% 53.09% 14.46% 5.03% 3.53% 1.60% 22.28% ms pacman 65.01% 2.93% 32.07% 77.13% 7.24% 2.22% 0.86% 0.25% 12.31% pong 24.57% 3.74% 71.69% 36.82% 6.98% 3.08% 3.04% 1.84% 48.24% private eye 93.60% 4.67% 1.73% 97.04% 1.84% 0.45% 0.11% 0.07% 0.49% qbert 50.04% 2.62% 47.34% 62.79% 4.75% 3.52% 1.62% 0.82% 26.50% road runner 85.95% 5.41% 8.64% 96.19% 1.69% 0.49% 0.27% 0.13% 1.23% seaquest 74.88% 12.27% 12.85% 82.41% 9.62% 2.79% 1.07% 0.66% 3.45% up n down 52.06% 5.16% 42.77% 71.65% 9.96% 3.85% 2.70% 1.33% 10.50% Average 62.38% 6.23% 31.39% 69.43% 8.55% 3.52% 1.86% 0.99% 15.64% Published as a conference paper at ICLR 2025 In addition, we observe other examples of using options in games, which are introduced as follows. The sample videos of 26 games are provided in the supplementary material, in which, for each frame, the video prints the applied move (can be either action or option); additionally, if the planning suggests an option, it is printed below the applied move. kung fu master There are relatively more options with non-repeated actions since the player requires a combination of D and F, such as DR-DR-DRF in ℓ3 to attack the opponents with an uppercut.1 Notably, the proportions of options with non-repeated actions significantly increased in ℓ6, in which the player can even combine two uppercuts in an option, such as DLF-DR-DR-DLF-DR-DR. ms pacman Many options contain only repeated actions, e.g., UL-UL-UL.2 Such a repetition is discovered since the game supports multi-direction control, allowing the agent to simply use the repeated UL to go through an L-shape passage without requiring options such as L-U-U. seaquest The game also supports multi-direction control, allowing the agent to use URF-URF for moving with firing simultaneously.3 1L and R for turning left and right, D for squatting down, and F for attacking. 2U, D, L, and R for moving up, down, left, and right in the top view, respectively. 3U and R for moving up and right, F for firing. Published as a conference paper at ICLR 2025 D.2 LEARNING PROCESS OF OPTIONS In this experiment section, we show an example to illustrate how longer options are discovered during the training process, using an example of options involving only R in ms pacman, shown in Figure 7. In the 1st iteration, there are only primitive actions, where R is the most frequently used (only 9 primitive actions). Therefore, the agent begins using R with increased frequency, and the usage even exceeds 80% in the 3rd iteration. Meanwhile, due to the high usage, the model starts learning options involving more R. The options R-R and R-R-R are therefore becoming the majority in the 4th and the 6th iteration, respectively. Eventually, the agent explores other actions, thus making the R-related options suddenly decrease after the 7th iteration. Note that in different training trials, as the agent initially explores randomly, the first option learned does not consistently involve R. Depending on how the agent explores the primitive actions, options involving various combinations of actions are discovered at different stages of the training process. 1 2 3 4 5 6 7 8 9 10 0% R R-R R-R-R Figure 7: Distribution of options R, R-R, and R-R-R at the beginning of learning ms pacman. D.3 OPTIONS IN THE SEARCH TREE In this experiment section, we present the detailed statistics in all 26 Atari games conducted for the behavior analysis in Section 5.4. Specifically, we provide the detailed proportions of options inside the search in Table 9, and the detailed tree depths in Table 10. In Table 9, the columns % Env. and % MCTS represent the proportions of options applied to the environments and the options suggested by the MCTS process. Note that due to softmax selection, the options suggested by the tree, % MCTS , are not always applied, resulting in a lower % Env. . Nevertheless, if the suggested options have higher visit counts, they are more likely to be applied, such as in crazy climber, freeway, and kung fu master, where options are well-trained for specific purposes, like climbing, crossing the road, and attacking with an uppercut, respectively, and therefore have higher probabilities of application. Also, the columns % in Tree and % in Sim. represent the proportions of the search tree that contains at least one option (in its 50 simulations) and the proportions of simulations whose selection path contains an option. In Table 10, the columns Avg and Max represent the average and the maximum search tree depths; the columns P25 , P50 , and P75 represent the 25th, 50th, and 75th percentiles. Based on the P50 and P75 depths, we observe that the search is not deep in most cases, implying that the models learn to perform deep searches only in certain states. Published as a conference paper at ICLR 2025 Table 9: Proportions of options in search tree for ℓ3 and ℓ6 in 26 Atari games. Game ℓ3 ℓ6 % Env. % MCTS % in Tree % in Sim. % Env. % MCTS % in Tree % in Sim. alien 32.34% 52.05% 99.81% 35.85% 30.72% 54.92% 96.80% 24.13% amidar 34.49% 52.26% 90.68% 31.95% 32.38% 48.54% 90.17% 26.82% assault 21.16% 33.99% 82.15% 11.93% 21.29% 35.45% 90.45% 11.95% asterix 7.18% 15.02% 63.52% 7.11% 7.32% 17.19% 51.50% 4.99% bank heist 58.07% 74.56% 99.45% 33.10% 51.83% 73.85% 97.71% 22.65% battle zone 11.11% 30.41% 83.91% 14.91% 8.46% 26.67% 80.12% 9.89% boxing 60.47% 77.80% 99.09% 40.69% 51.54% 73.50% 98.70% 33.12% breakout 21.00% 43.77% 90.74% 15.52% 18.79% 49.61% 90.37% 13.65% chopper command 23.92% 41.11% 88.99% 21.96% 17.25% 33.43% 90.46% 15.90% crazy climber 49.07% 67.94% 98.69% 39.96% 39.31% 59.56% 98.53% 37.09% demon attack 23.30% 36.21% 93.16% 16.04% 17.36% 29.88% 82.75% 11.65% freeway 60.80% 86.08% 99.11% 43.83% 54.62% 74.97% 98.75% 38.75% frostbite 41.90% 65.81% 97.58% 41.18% 33.20% 61.49% 96.33% 30.52% gopher 48.56% 63.83% 99.17% 25.33% 43.88% 65.21% 99.37% 20.31% hero 18.28% 39.68% 74.43% 20.07% 10.42% 26.64% 62.88% 11.60% jamesbond 48.66% 67.76% 99.16% 39.10% 33.92% 52.62% 97.87% 27.33% kangaroo 70.16% 86.86% 99.64% 55.49% 60.00% 78.64% 99.69% 44.32% krull 32.28% 54.00% 99.04% 27.34% 39.69% 69.86% 99.79% 28.64% kung fu master 61.52% 80.42% 99.62% 41.06% 46.91% 68.90% 99.80% 30.53% ms pacman 34.99% 56.34% 96.90% 30.82% 22.87% 39.34% 95.10% 21.84% pong 75.43% 86.98% 99.46% 54.27% 63.18% 77.40% 99.48% 43.50% private eye 6.40% 27.84% 67.01% 7.61% 2.96% 14.88% 44.25% 5.44% qbert 49.96% 72.41% 99.16% 38.83% 37.21% 59.20% 93.98% 29.35% road runner 14.05% 28.43% 62.98% 12.36% 3.81% 8.70% 33.76% 3.99% seaquest 25.12% 44.43% 95.88% 16.88% 17.59% 31.77% 92.72% 13.66% up n down 47.94% 66.05% 97.74% 29.12% 28.35% 44.52% 93.03% 17.53% Average 37.62% 55.85% 91.43% 28.94% 30.57% 49.11% 87.48% 22.28% Table 10: Tree depths for ℓ1, ℓ3, and ℓ6 in 26 Atari games. Game ℓ1 ℓ3 ℓ6 Avg P25 P50 P75 Max Avg P25 P50 P75 Max Avg P25 P50 P75 Max alien 17.99 10 14 26 50 24.19 13 20 31 123 29.61 13 22 42 259 amidar 13.17 8 11 16 49 22.62 10 20 32 135 31.43 10 22 43 276 assault 9.86 7 9 12 45 8.81 6 8 11 78 9.30 7 9 11 127 asterix 10.39 6 7 11 49 7.83 5 7 9 100 7.15 5 6 8 102 bank heist 13.77 12 13 15 49 17.10 14 17 20 88 16.22 12 15 19 114 battle zone 16.70 8 13 24 49 11.36 6 9 13 105 10.93 6 8 12 144 boxing 15.13 11 15 18 46 27.96 15 23 37 107 38.43 14 23 54 187 breakout 11.86 7 11 15 43 10.64 7 9 13 90 9.49 7 9 11 83 chopper command 12.03 7 10 15 49 15.58 8 12 20 141 13.13 7 10 16 228 crazy climber 17.90 11 17 24 50 36.12 15 34 51 147 61.50 15 51 101 288 demon attack 9.52 6 8 11 49 11.17 7 10 13 135 9.88 6 8 12 222 freeway 15.03 10 14 19 48 27.56 15 21 35 135 44.50 17 34 60 210 frostbite 23.28 12 19 34 50 31.05 15 25 41 147 44.56 12 21 55 294 gopher 12.98 10 13 15 46 17.01 12 16 21 114 15.16 11 14 18 145 hero 22.30 10 19 33 50 17.06 6 10 21 147 14.80 5 7 13 276 jamesbond 20.28 10 17 29 50 25.91 14 25 35 138 28.77 13 24 41 246 kangaroo 17.89 11 16 23 49 39.29 25 39 52 150 46.69 24 40 62 223 krull 10.29 7 9 12 48 15.24 9 13 19 64 21.65 12 17 22 204 kung fu master 15.83 12 15 19 49 26.10 19 26 32 84 27.27 16 26 36 138 ms pacman 14.87 8 12 20 49 21.51 10 17 30 135 23.58 9 15 31 169 pong 23.21 15 23 31 50 50.28 28 48 67 144 67.51 19 60 102 264 private eye 10.61 4 6 16 50 8.22 5 7 10 129 6.22 2 5 8 168 qbert 13.09 7 11 17 48 26.83 15 25 36 138 38.31 13 30 59 228 road runner 8.17 4 5 10 49 10.14 5 7 10 120 6.61 4 5 6 139 seaquest 10.94 8 10 12 49 12.34 8 10 13 114 11.43 7 9 13 115 up n down 10.40 7 10 13 49 17.42 11 16 22 150 13.91 9 13 18 288 Average 14.52 8.77 12.58 18.85 48.54 20.74 11.65 18.23 26.69 121.46 24.92 10.58 19.35 33.58 197.58 Published as a conference paper at ICLR 2025 Table 11: Prediction accuracy between options and environmental actions for ℓ3 and ℓ6 in 26 Atari games. Game ℓ3 ℓ6 0-step 1-step 2-step 0-step 1-step 2-step 3-step 4-step 5-step alien 73.43% 81.24% 66.76% 68.84% 75.00% 61.55% 56.89% 53.50% 51.49% amidar 75.55% 81.32% 71.78% 78.02% 82.90% 62.28% 55.19% 50.08% 48.32% assault 76.61% 83.70% 35.49% 76.55% 83.98% 37.41% 11.58% 3.94% 1.48% asterix 64.41% 71.68% 29.46% 63.54% 69.28% 13.08% 7.10% 4.16% 2.59% bank heist 91.84% 93.82% 72.82% 90.59% 91.42% 55.11% 35.85% 23.09% 15.64% battle zone 59.31% 68.10% 35.97% 53.03% 62.06% 33.77% 22.97% 18.79% 16.86% boxing 87.66% 92.72% 76.38% 85.41% 89.93% 64.36% 51.47% 45.70% 41.32% breakout 65.61% 72.96% 33.90% 58.44% 65.56% 19.29% 5.35% 2.77% 1.80% chopper command 71.11% 76.93% 51.90% 69.16% 74.82% 33.97% 23.98% 19.02% 13.41% crazy climber 84.24% 91.40% 77.09% 83.95% 89.90% 67.90% 57.60% 53.24% 50.56% demon attack 76.62% 84.59% 53.52% 73.07% 81.17% 35.98% 19.92% 12.17% 8.97% freeway 76.15% 85.47% 83.13% 80.20% 88.91% 80.89% 77.34% 75.54% 74.57% frostbite 73.53% 80.95% 75.86% 68.05% 75.05% 67.44% 62.74% 59.82% 57.79% gopher 85.18% 90.50% 71.23% 80.08% 86.74% 41.73% 28.23% 20.99% 17.57% hero 60.77% 69.45% 56.73% 60.65% 67.48% 47.38% 41.79% 39.61% 37.74% jamesbond 80.04% 85.72% 70.20% 76.12% 82.04% 63.76% 55.58% 52.27% 49.35% kangaroo 88.71% 91.89% 84.32% 86.98% 90.48% 76.48% 68.02% 61.90% 59.13% krull 73.75% 81.45% 49.56% 75.78% 82.41% 57.58% 35.83% 24.81% 19.37% kung fu master 85.54% 90.36% 77.14% 84.72% 89.95% 58.19% 47.24% 39.70% 36.20% ms pacman 71.76% 78.05% 68.81% 70.02% 79.43% 49.92% 40.89% 37.39% 36.39% pong 90.04% 94.63% 89.50% 86.81% 92.52% 80.49% 74.85% 69.73% 66.69% private eye 53.14% 61.30% 18.11% 47.93% 61.86% 21.19% 12.62% 9.67% 7.98% qbert 76.17% 82.71% 79.03% 75.21% 83.02% 72.12% 63.94% 59.87% 57.88% road runner 68.14% 71.35% 39.60% 65.75% 73.07% 34.80% 26.09% 21.45% 19.21% seaquest 76.62% 82.36% 37.48% 74.19% 80.98% 35.47% 21.45% 15.91% 12.74% up n down 80.72% 88.11% 77.24% 77.96% 87.10% 56.07% 43.43% 34.44% 30.06% Average 75.64% 82.03% 60.89% 73.50% 80.27% 51.09% 40.31% 34.98% 32.12% D.4 PREDICTION ACCURACY OF OPTIONS In this experiment, we check how the options suggested by the MCTS process predict future actions. For example, if an option R-R-R is suggested by the search at time t, we calculate the prediction accuracy using the recorded actions at, at+1, and at+2. The results for both ℓ3 and ℓ6 are shown in Table 11. As expected, the prediction accuracy decreases as the number of steps increases. Interestingly, the accuracy of the 1-step is higher than that of the 0-step. We assume this phenomenon is caused by softmax selection for options with repeated primitive actions. For example, the agent may apply U than the suggested options R-R-R. When this happens, at step t + 1, there is likely a much higher probability of acting R again to prompt the original decision. On the other hand, the prediction accuracy of ℓ6 is generally lower than those of ℓ3 at the same step number. It is hypothesized that increasing the maximum option length also increases the difficulty of training prediction and dynamics networks, thereby lowering the accuracy. To summarize, this observation verifies that the learned options closely correspond to the probabilities of choosing primitive actions. Published as a conference paper at ICLR 2025 D.5 TOP FREQUENTLY USED OPTIONS Finally, we investigate the distribution of frequently used options for each game. The accumulated usages are summarized in Table 12. Additionally, we extract the top 3 frequently used options for both ℓ3 and ℓ6 in Table 13 and Table 14. Generally speaking, the distribution of frequently used options is similar between ℓ3 and ℓ6, where the distribution is highly unbalanced, with the top 25% options accounting for over 95% of the usage. The most extreme case occurs in freeway, where the top 1% (options with repeated U) takes a proportion of more than 80%. On the other hand, for crazy climber and ms pacman, the top 1% usages have both been significantly increased from ℓ3 to ℓ6. However, the increase in usage does not correlate to the performance, as ℓ6 outperforms ℓ3 in crazy climber but underperforms in ms pacman, as shown in Table 1. Notably, we observe that from ℓ3 to ℓ6, the numbers of discovered options only increase by a factor of 2.43 on average, implying that there are not so many options practical for the planning. This analysis demonstrates that a small proportion of frequently used options play important roles in gameplay, and the number of discovered options will not grow excessively when relaxing the limitation of maximum option length. Table 12: Accumulated usages of the frequently used options for ℓ3 and ℓ6 in 26 Atari games. Game ℓ3 ℓ6 Top 1% Top 5% Top 10% Top 25% Top 1% Top 5% Top 10% Top 25% alien 21.67% 74.01% 89.35% 98.64% 53.56% 81.47% 90.76% 98.15% amidar 41.82% 91.33% 98.26% 99.50% 49.67% 83.14% 94.95% 99.23% assault 29.76% 70.26% 85.88% 97.12% 45.96% 81.53% 91.81% 98.31% asterix 30.27% 75.00% 90.57% 97.38% 36.46% 77.98% 88.22% 97.86% bank heist 22.46% 50.28% 71.80% 96.60% 20.68% 54.44% 70.90% 90.26% battle zone 31.80% 74.53% 95.23% 99.31% 41.56% 78.69% 91.88% 98.58% boxing 39.55% 59.41% 71.47% 89.90% 29.40% 59.22% 73.56% 90.43% breakout 23.33% 61.10% 79.71% 95.22% 39.69% 75.29% 88.13% 97.98% chopper command 40.51% 90.41% 96.61% 99.33% 35.91% 75.72% 91.05% 99.05% crazy climber 18.00% 52.19% 73.53% 95.66% 52.62% 82.73% 91.65% 98.26% demon attack 36.88% 81.62% 91.80% 97.69% 46.19% 82.89% 92.90% 98.65% freeway 87.63% 91.25% 93.94% 97.71% 81.13% 89.75% 94.46% 98.51% frostbite 58.73% 90.74% 96.43% 99.21% 62.58% 86.18% 93.24% 98.26% gopher 58.17% 77.73% 86.00% 96.81% 46.93% 83.74% 92.58% 98.51% hero 57.14% 91.52% 96.54% 99.17% 52.72% 83.91% 91.80% 97.92% jamesbond 51.74% 85.34% 93.23% 98.43% 55.25% 84.53% 93.46% 98.36% kangaroo 43.29% 71.76% 81.93% 94.30% 46.48% 74.34% 85.05% 95.85% krull 23.50% 56.37% 74.32% 93.80% 21.42% 54.80% 73.48% 92.43% kung fu master 48.52% 79.10% 89.64% 97.27% 46.32% 75.97% 86.49% 96.42% ms pacman 28.04% 88.11% 96.09% 99.22% 41.82% 75.41% 90.17% 98.02% pong 59.22% 80.07% 87.07% 95.88% 49.13% 75.00% 86.40% 96.14% private eye 37.06% 68.97% 84.19% 97.25% 33.63% 69.21% 81.91% 94.19% qbert 53.07% 94.42% 97.80% 99.69% 67.30% 91.71% 96.82% 99.30% road runner 28.77% 80.77% 90.97% 98.11% 42.47% 78.51% 89.48% 97.43% seaquest 29.84% 67.32% 80.34% 94.60% 36.79% 73.06% 86.27% 96.69% up n down 62.27% 85.91% 94.45% 98.97% 53.55% 86.24% 94.25% 99.14% Average 40.89% 76.52% 87.97% 97.18% 45.74% 77.52% 88.53% 97.07% Published as a conference paper at ICLR 2025 Table 13: The top 3 frequently used options with their total share for ℓ3 in 26 Atari games. Game Top 1 Top 2 Top 3 % alien UR-UR-UR LF-LF-LF UL-UL-UL 10.01% amidar LF-LF-LF R-R-R DF-DF-DF 18.07% assault R-R L-L R-R-R 9.07% asterix U-U-U D-D UL-UL 2.79% bank heist L-R-L L-UR-L DL-UR-DL 16.79% battle zone DF-DF-DF DRF-DRF-DRF LF-LF-LF 3.53% boxing R-R-R DR-DR-DR DRF-DRF-DRF 23.92% breakout N-N-N N-N L-L-L 10.52% chopper command DF-DF-DF UF-UF-UF ULF-ULF-ULF 9.69% crazy climber D-D-U U-U-U U-U-D 12.16% demon attack R-R-R L-L-L LF-LF-LF 10.77% freeway U-U-U N-N-N U-U 57.12% frostbite D-D-D UR-UR-UR DR-DR-DR 24.61% gopher L-L-L R-R-R RF-RF-RF 26.55% hero R-R-R DLF-DLF-DLF LF-LF-LF 8.11% jamesbond UR-UR-UR L-DLF-L L-L-L 21.31% kangaroo D-D-D F-F-F LF-LF-LF 30.37% krull DL-DL-DL UR-UR-UR DL-DL 10.17% kung fu master DR-DR-DR DLF-DLF-DLF ULF-ULF-ULF 20.89% ms pacman UL-UL-UL DL-DL-DL UR-UR-UR 14.52% pong LF-LF-LF F-F-F N-N-N 48.94% private eye URF-URF L-L-L L-L 2.37% qbert D-D-D R-R-R L-L-L 36.60% road runner DLF-DLF-DLF UL-UL-UL DL-DL-DL 5.82% seaquest DF-DF-DF DLF-DLF-DLF DLF-DLF 6.12% up n down U-U-U UF-UF-UF DF-DF-DF 34.05% Table 14: The top 3 frequently used options with their total share for ℓ6 in 26 Atari games. Game Top 1 Top 2 Top 3 % alien DR-DR-DR-DR-DR-DR URF-URF-URF-URF-URF-URF LF-LF-LF-LF-LF-LF 13.52% amidar LF-LF-LF-LF-LF-LF UF-UF-UF-UF-UF-UF RF-RF-RF-RF-RF-RF 13.30% assault R-R L-L U-L-L 8.35% asterix UL-UL UR-UR D-D 3.49% bank heist DR-L UR-L R-DL 6.77% battle zone DF-DF-DF-DF-DF-DF UL-UL-UL-UL-UL-UL U-U 2.43% boxing DR-DR-DR-DR-DR-DR DR-DR N-N-N-N-N-N 9.83% breakout F-F N-N L-L 9.75% chopper command UF-UF DF-DF DLF-DLF-DLF-DLF-DLF-DLF 5.29% crazy climber U-U-DL-DL-DL-U UL-UL-DR-DL-DL-UL U-U-DL-DL-DR-U 14.20% demon attack RF-RF L-L LF-LF 6.60% freeway U-U-U-U-U-U U-U D-U-U-U-U-U 45.91% frostbite F-F-F-F-F-F DF-DF-DF-DF-DF-DF DRF-DRF-DRF-DRF-DRF-DRF 14.63% gopher L-L R-R R-R-R-R-R-R 11.25% hero DLF-DLF-DLF-DLF-DLF-DLF RF-RF-RF-RF-RF-RF DRF-DRF-DRF-DRF-DRF-DRF 3.65% jamesbond DL-DL-DL-DL-DL-DL LF-LF-LF-LF-LF-LF UR-UR-UR-UR-UR-UR 11.66% kangaroo R-R-R-R-R-R L-L-L-L-L-L DL-DL-DL-DL-DL-DL 17.11% krull UR-UR-UR-UR-UR-UR DL-DL L-L-L-L-L-L 4.40% kung fu master DR-DR-DLF-DR-DR-DR L-L-L-L-L-L URF-URF-URF-URF-URF-URF 7.57% ms pacman UL-UL-UL-UL-UL-UL UL-UL DR-DR-DR-DR-DR-DR 9.56% pong RF-RF-RF-RF-RF-RF R-R-R-R-R-R LF-LF-LF-LF-LF-LF 24.58% private eye URF-URF ULF-ULF DF-DF-DF-DF-DF-DF 0.78% qbert F-F-F-F-F-F R-R-R-R-R-R U-U-U-U-U-U 21.94% road runner ULF-ULF-ULF-ULF-ULF-ULF L-L L-L-L-L-L-L 1.62% seaquest DLF-DLF DRF-DRF DLF-DLF-DLF-DLF-DLF-DLF 3.30% up n down U-U-U-U-U-U DF-DF U-U 15.18%