Active Evaluation of General Agents: Problem Definition and Comparison of Baseline Algorithms
Marc Lanctot, Kate Larson, Ian Gemp, Michael Kaisers
TL;DR
The paper tackles the challenge of efficiently evaluating general agents across multi-task benchmarks by formalizing an online active-evaluation framework where the evaluator selects tasks and agent pairs to sample and continually updates a ranking. It introduces ground-truth-based performance measures using $K_d$, $K_n$, and theAverage Generalized Ranking Error (AGRE) to quantify ranking quality, and develops synthetic data models (Mallows and Plackett-Luce) to test algorithms. By extending offline voting and game-theoretic evaluation methods (VasE, Nash Averaging, Metritocracy) to online settings, it compares baselines (Elo variants, UCB) and online growing-batch algorithms (SCO, Maximal Lotteries, Nash Averaging) on synthetic data and Atari Agent57, revealing that BatchElo is consistently reliable, SCO variants often outperform Elo on real data, and ProportionalRepresentation shines under high task variation. The findings guide practical choices for efficient, robust multi-task evaluation and highlight directions for theoretical guarantees, adaptive task selection, and clone-resilience enhancements.
Abstract
As intelligent agents become more generally-capable, i.e. able to master a wide variety of tasks, the complexity and cost of properly evaluating them rises significantly. Tasks that assess specific capabilities of the agents can be correlated and stochastic, requiring many samples for accurate comparisons, leading to added costs. In this paper, we propose a formal definition and a conceptual framework for active evaluation of agents across multiple tasks, which assesses the performance of ranking algorithms as a function of number of evaluation data samples. Rather than curating, filtering, or compressing existing data sets as a preprocessing step, we propose an online framing: on every iteration, the ranking algorithm chooses the task and agents to sample scores from. Then, evaluation algorithms report a ranking of agents on each iteration and their performance is assessed with respect to the ground truth ranking over time. Several baselines are compared under different experimental contexts, with synthetic generated data and simulated online access to real evaluation data from Atari game-playing agents. We find that the classical Elo rating system -- while it suffers from well-known failure modes, in theory -- is a consistently reliable choice for efficient reduction of ranking error in practice. A recently-proposed method, Soft Condorcet Optimization, shows comparable performance to Elo on synthetic data and significantly outperforms Elo on real Atari agent evaluation. When task variation from the ground truth is high, selecting tasks based on proportional representation leads to higher rate of ranking error reduction.
