---
title: "Action-Conditional Video Prediction using Deep Networks in Atari"
description: "The authors propose two encoder–transformation–decoder networks. 37 references, cited by 48 papers here."
authors: ["Junhyuk Oh", "Xiaoxiao Guo", "Honglak Lee", "Richard Lewis", "Satinder Singh"]
year: 2015
venue: "arXiv:1507.08750"
source: "https://arxiv.org/abs/1507.08750"
doi: "10.48550/arxiv.1507.08750"
arxiv: "1507.08750"
licence: "arXiv — non-exclusive license to distribute"
licence_url: "http://arxiv.org/licenses/nonexclusive-distrib/1.0/"
summary_licence: "Elamur Cosmic License"
canonical: "https://research.elamur.ai/free/en/papers/oh-2015-action-conditional-video-prediction-using/"
---
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# Action-Conditional Video Prediction using Deep Networks in Atari Games

**Authors:** Junhyuk Oh, [Xiaoxiao Guo](https://md.research.elamur.ai/free/en/authors/xiaoxiao-guo/), [Honglak Lee](https://md.research.elamur.ai/free/en/authors/honglak-lee/), Richard Lewis and Satinder Singh · **Year:** 2015 · **Venue:** arXiv:1507.08750 · **Licence:** [arXiv — non-exclusive license to distribute](http://arxiv.org/licenses/nonexclusive-distrib/1.0/)

**Links:** [Publisher's page](https://arxiv.org/abs/1507.08750) · [PDF](https://arxiv.org/pdf/1507.08750) · [DOI 10.48550/arxiv.1507.08750](https://doi.org/10.48550/arxiv.1507.08750) · [arXiv 1507.08750](https://arxiv.org/abs/1507.08750) · [OpenAlex](https://openalex.org/W2118688707)

**Citations:** 419 citations (OpenAlex, 2026-10-14) · [48](https://md.research.elamur.ai/free/en/papers/oh-2015-action-conditional-video-prediction-using/cited-by/) in our library, of the 149,439 papers whose bibliographies we read

## Summary
The paper studies whether a deep network can forecast future video frames when those frames depend on the agent's chosen actions as well as on past frames. This amounts to learning an environment model for vision-based reinforcement learning. The experiments are run on Atari titles drawn from the ALE (Arcade Learning Environment) benchmark suite. Their screens are high-dimensional, contain many interacting objects, and are partially observable. The authors propose two encoder–transformation–decoder networks. One uses feedforward convolutional encoding of a stacked frame history. The other uses recurrent encoding, with an LSTM placed on top of CNN features. In both, a factored multiplicative layer combines the encoded features with the action, and deconvolution layers reconstruct the next frame. Training uses a multi-step squared-error loss with a curriculum that gradually lengthens the prediction horizon. In several games, the models produce realistic frames for roughly 100 steps, and these frames remain useful for control with DQN. The learned representations also separate agent-controlled objects from the rest of the scene. The authors present this as the first long-horizon, action-conditioned prediction of high-dimensional video, which makes it a step toward model-based RL from pixels.

## Key points
- **Architecture.** There are two variants: feedforward encoding (early fusion of frames) and recurrent encoding (LSTM without peepholes). Both use a factorized 3-way tensor to condition on actions and deconvolution to decode.
- **Training.** A curriculum moves from short-term to longer-term K-step prediction and was needed for stable training. Optimization uses SGD with BPTT.
- **Replacing emulator frames.** When predicted frames are fed to a pretrained DQN, the score stays well above random play in 3 of 5 games, even with 100-step predictions.
- **Informed exploration.** An ε-greedy variant uses the model to choose the action whose predicted frame is least visited, measured with a Gaussian-kernel visit count over recent frames. This improved DQN in 3 of 5 games, with the largest gain in QBert. It used a feedforward model on 84×84 grayscale input.
- **Representation analysis (Seaquest).**
  - Action factors show positive similarity for shared movement directions and negative similarity for opposing directions.
  - The high-variance factors (about 40%) move only the controlled object.
  - The low-variance factors move the background and other objects.

*Our summary of the paper, in our own words — not its text. The work belongs to its authors; read it at the links above.*

## Institutions

- [University of Michigan](https://md.research.elamur.ai/free/en/universities/university-of-michigan/) — University, Ann Arbor, United States · 86 works · 15,493 citations

📚 Shelves (3): [🖥️ Computer Science](https://md.research.elamur.ai/free/en/shelves/computer-science/) · 18,614 works · [🤖 Artificial Intelligence](https://md.research.elamur.ai/free/en/shelves/computer-science/artificial-intelligence/) · 17,965 works · [👁️ Computer Vision and Pattern Recognition](https://md.research.elamur.ai/free/en/shelves/computer-science/computer-vision-and-pattern-recognition/) · 3,486 works

## Cite

Cite as: Junhyuk Oh, Xiaoxiao Guo, Honglak Lee, Richard Lewis and Satinder Singh. 2015. Action-Conditional Video Prediction using Deep Networks in Atari Games. arXiv:1507.08750.

The paper itself, not this page. BibTeX from the library's record of the work.

```bibtex
@misc{oh2015action,
  title = {{Action-Conditional Video Prediction using Deep Networks in Atari Games}},
  author = {Junhyuk Oh, Xiaoxiao Guo, Honglak Lee, Richard Lewis and Satinder Singh},
  year = {2015},
  doi = {10.48550/arxiv.1507.08750},
  eprint = {1507.08750},
  archivePrefix = {arXiv},
  url = {https://doi.org/10.48550/arxiv.1507.08750}
}
```

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## References

37 references, 7 of them with a card of ours. ↗ leads to the work, «find» searches for one we have no id for yet.

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*Updated 2 November 2026*
