Enduro Keeping-Pace Demonstration — inverts the scoring objective of → Enduro (Atari game)

explored within the theme Novel behaviors without reward functions

The standard Enduro task and its contractor instructions define good play as passing as many cars as possible while not getting passed (deep-rl-human-prefs, §"B.2 Atari", p. 17). The keeping-pace demonstration retrains the identical game and action space under a literally inverted instruction: for "Enduro (even mode)" contractors are told to "Avoid passing cars OR getting passed by them," rewarding the agent for staying level with traffic instead of overtaking it (deep-rl-human-prefs, §"B.2 Atari", p. 17). Only the comparison instructions given to the human change; the environment, action space, and learning algorithm are the same as the benchmark task. Using roughly 1,300 queries and 4 million frames, the demonstration shows the preference-learning method can retarget a game's entire objective, including reversing it outright, without touching the game's code (deep-rl-human-prefs, §"3.2 Novel behaviors", p. 9).