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There are plenty of great answers here already, but what I think would help improve the state of the art would be configurable reward sparsity and configurable priors.

- Reward sparsity means that an easier version of the game gives a score after very few moves, but a more difficult version might take many many moves. It would be useful to see how agents compare against humans as the rewards get sparser.

- Configurable priors are vaguer and are to make it easier to have the game match expectations from prior experience in other games. E.g. researchers could overlay a custom texture on enemies that look like enemies from other games to test and develop better transfer learning algorithms.



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