Goto

Collaborating Authors

 count-based exploration




#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning

Neural Information Processing Systems

Count-based exploration algorithms are known to perform near-optimally when used in conjunction with tabular reinforcement learning (RL) methods for solving small discrete Markov decision processes (MDPs). It is generally thought that count-based methods cannot be applied in high-dimensional state spaces, since most states will only occur once. Recent deep RL exploration strategies are able to deal with high-dimensional continuous state spaces through complex heuristics, often relying on optimism in the face of uncertainty or intrinsic motivation. In this work, we describe a surprising finding: a simple generalization of the classic count-based approach can reach near state-of-the-art performance on various high-dimensional and/or continuous deep RL benchmarks. States are mapped to hash codes, which allows to count their occurrences with a hash table.


#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning

Neural Information Processing Systems

These counts are then used to compute a reward bonus according to the classic count-based exploration theory. We find that simple hash functions can achieve surprisingly good results on many challenging tasks. Furthermore, we show that a domain-dependent learned hash code may further improve these results.


Mitigating Forgetting in Online Continual Learning via Instance-A ware Parameterization (Supplemental) Hung-Jen Chen

Neural Information Processing Systems

Encourage controller to search unseen blocks by Eq. 9 Get reward r by Eq. 3 We conduct an ablation study to show the strength of count-based search exploration. We compare the performance difference between InstAParam with and without count-based exploration. Although, InstaNAS tries to solve the problem with "policy shuffling", we found that it does not solve the problem in this scenario. The detailed accuracy is listed in Table 2. CIFAR-10 and does not sacrifice the initial performance. First, we will focus on the distribution of the policy for each task.



Reviews: #Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning

Neural Information Processing Systems

This paper is already available on arxiv and cited 10 times. It is a very good paper introducing a new approach to count-based exploration in deep reinforcement learning based on using binary hashcodes. The approach is interesting, the presentation is didactical, the results are good and the related literature is well covered. I learned a lot from reading this paper, so my only criticisms are on secondary aspects. I have few global points: - I think it would be interesting to first train the convolutional autoencoder, and only then use your exploration method to compare its performance to state-of-the-art methods.



#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning

Neural Information Processing Systems

Count-based exploration algorithms are known to perform near-optimally when used in conjunction with tabular reinforcement learning (RL) methods for solving small discrete Markov decision processes (MDPs). It is generally thought that count-based methods cannot be applied in high-dimensional state spaces, since most states will only occur once. Recent deep RL exploration strategies are able to deal with high-dimensional continuous state spaces through complex heuristics, often relying on optimism in the face of uncertainty or intrinsic motivation. In this work, we describe a surprising finding: a simple generalization of the classic count-based approach can reach near state-of-the-art performance on various high-dimensional and/or continuous deep RL benchmarks. States are mapped to hash codes, which allows to count their occurrences with a hash table.


Contingency-Aware Exploration in Reinforcement Learning

arXiv.org Artificial Intelligence

This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an attentive dynamics model (ADM) that discovers controllable elements of the observations, which are often associated with the location of the character in Atari games. The ADM is trained in a self-supervised fashion to predict the actions taken by the agent. The learned contingency information is used as a part of the state representation for exploration purposes. We demonstrate that combining A2C with count-based exploration using our representation achieves impressive results on a set of notoriously challenging Atari games due to sparse rewards. For example, we report a state-of-the-art score of >6600 points on Montezuma's Revenge without using expert demonstrations, explicit high-level information (e.g., RAM states), or supervised data. Our experiments confirm that indeed contingency-awareness is an extremely powerful concept for tackling exploration problems in reinforcement learning and opens up interesting research questions for further investigations.