What counts as better Pong performance?
September 18, 2026 ยท View on GitHub
Pong's primary gameplay measure is episode return: points scored minus points conceded. Each point contributes +1 or -1. A native match ends when either player reaches 21, so a completed 21-10 win returns +11 and a 10-21 loss returns -11. The highest possible match return is +21. These rules come directly from the pinned ALE implementation.
There is no single Atari evaluation configuration shared by all publications. ALE's evaluation methodology paper explains how protocol differences affect comparisons. Match the game/mode/difficulty, input representation, action set, action repeat, sticky actions, reset procedure, episode cap, and training budget before comparing published scores.
What our current numbers mean
Our fixed-frame pilot uses four development seeds, each with 2,000 controlled raw frames (33.33 simulated seconds), rather than complete matches. The v2 Jev question's aggregate return of -3 means a mean of -0.75 per short episode; the Python 4px control's -14 means -3.5 per short episode. Those are valid within-protocol descriptive comparisons, not full-match benchmark scores. A zero-return short episode can be a long rally with no scoring. It does not establish a draw, a win, or mastery. Report scored and conceded points separately.
Jev sees RAM-derived object positions and a hand-authored tracking question. The model is pretrained. This is a different information and prior-knowledge setting from a general agent learning from pixels from scratch. We cannot use these pilot results to claim superiority over published pixel-based RL systems.
Proposed evaluation milestones
These are future design recommendations, not additional authorized live runs or a claim that a particular number of episodes is an official universal standard.
- Freeze each question before evaluation. Compare it with the prior question, a random policy, and a stronger handwritten controller under identical settings.
- Use full native matches, with a predeclared frame/API safety cap. Preserve and report unfinished games and their returns; never turn them into full-match wins or silently omit expensive episodes.
- Use multiple fresh evaluation seeds and independent model samples. Report mean episode return, uncertainty, full-match win rate, and completion rate. State how incomplete games enter each denominator. Paired seed differences help compare programs, but identical seeds do not make diverging policies visit identical states.
- Keep final-test seeds out of teacher feedback and question selection. To establish learning, evaluate multiple teacher rounds and independent runs against an equal-budget proposal process without trajectory feedback.
- Report environment frames, decisions, API attempts (including failures), tokens, and elapsed API time separately. Better score and better cost efficiency are different claims.
Confidence, action frequencies, and agreement with a written 4px rule help diagnose behavior. They are not substitutes for actual reward. High confidence does not establish a high probability of winning; exact rule adherence does not establish that the rule is a good strategy.