exploration
300-degree hot springs hiding under the frozen Antarctic sea
A robotic sub explored a hidden world 1,300 meters under Antarctica. More information Adding us as a Preferred Source in Google by using this link indicates that you would like to see more of our content in Google News results. Breakthroughs, discoveries, and DIY tips sent six days a week. The Antarctic sea, where glaciers drift across the surface. What kind of world lies 1,300 meters below the surface?
Curiosity-Critic: Cumulative Prediction Error Improvement as a Tractable Intrinsic Reward for World Model Training
Local prediction-error-based curiosity rewards focus on the current transition without considering the world model's cumulative prediction error across all visited transitions. We introduce Curiosity-Critic, which grounds its intrinsic reward in the improvement of this cumulative objective, and show that it reduces to a tractable per-step form: the difference between the current prediction error and the asymptotic error baseline of the current state transition. We estimate this baseline online with a learned critic co-trained alongside the world model; regressing a single scalar, the critic converges well before the world model saturates, redirecting exploration toward learnable transitions without oracle knowledge of the noise floor. The reward is higher for learnable transitions and collapses toward the baseline for stochastic ones, effectively separating epistemic (reducible) from aleatoric (irreducible) prediction error online. Prior prediction-error curiosity formulations, from Schmidhuber (1991) to learned-feature-space variants, emerge as special cases corresponding to specific approximations of this baseline. Experiments on a stochastic grid world show that Curiosity-Critic outperforms prediction-error and visitation-count baselines in convergence speed and final world model accuracy.
Maximum-Entropy Exploration with Future State-Action Visitation Measures
Bolland, Adrien, Lambrechts, Gaspard, Ernst, Damien
Maximum entropy reinforcement learning motivates agents to explore states and actions to maximize the entropy of some distribution, typically by providing additional intrinsic rewards proportional to that entropy function. In this paper, we study intrinsic rewards proportional to the entropy of the discounted distribution of state-action features visited during future time steps. This approach is motivated by two results. First, we show that the expected sum of these intrinsic rewards is a lower bound on the entropy of the discounted distribution of state-action features visited in trajectories starting from the initial states, which we relate to an alternative maximum entropy objective. Second, we show that the distribution used in the intrinsic reward definition is the fixed point of a contraction operator and can therefore be estimated off-policy. Experiments highlight that the new objective leads to improved visitation of features within individual trajectories, in exchange for slightly reduced visitation of features in expectation over different trajectories, as suggested by the lower bound. It also leads to improved convergence speed for learning exploration-only agents. Control performance remains similar across most methods on the considered benchmarks.
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Boltzmann Exploration Done Right
Boltzmann exploration is a classic strategy for sequential decision-making under uncertainty, and is one of the most standard tools in Reinforcement Learning (RL). Despite its widespread use, there is virtually no theoretical understanding about the limitations or the actual benefits of this exploration scheme. Does it drive exploration in a meaningful way? Is it prone to misidentifying the optimal actions or spending too much time exploring the suboptimal ones? What is the right tuning for the learning rate?
#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning
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.
EX2: Exploration with Exemplar Models for Deep Reinforcement Learning
Deep reinforcement learning algorithms have been shown to learn complex tasks using highly general policy classes. However, sparse reward problems remain a significant challenge. Exploration methods based on novelty detection have been particularly successful in such settings but typically require generative or predictive models of the observations, which can be difficult to train when the observations are very high-dimensional and complex, as in the case of raw images. We propose a novelty detection algorithm for exploration that is based entirely on discriminatively trained exemplar models, where classifiers are trained to discriminate each visited state against all others. Intuitively, novel states are easier to distinguish against other states seen during training. We show that this kind of discriminative modeling corresponds to implicit density estimation, and that it can be combined with count-based exploration to produce competitive results on a range of popular benchmark tasks, including state-of-the-art results on challenging egocentric observations in the vizDoom benchmark.
Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation
Learning goal-directed behavior in environments with sparse feedback is a major challenge for reinforcement learning algorithms. One of the key difficulties is insufficient exploration, resulting in an agent being unable to learn robust policies. Intrinsically motivated agents can explore new behavior for their own sake rather than to directly solve external goals. Such intrinsic behaviors could eventually help the agent solve tasks posed by the environment. We present hierarchical-DQN (h-DQN), a framework to integrate hierarchical action-value functions, operating at different temporal scales, with goal-driven intrinsically motivated deep reinforcement learning. A top-level q-value function learns a policy over intrinsic goals, while a lower-level function learns a policy over atomic actions to satisfy the given goals.
Unifying Count-Based Exploration and Intrinsic Motivation
We consider an agent's uncertainty about its environment and the problem of generalizing this uncertainty across states. Specifically, we focus on the problem of exploration in non-tabular reinforcement learning. Drawing inspiration from the intrinsic motivation literature, we use density models to measure uncertainty, and propose a novel algorithm for deriving a pseudo-count from an arbitrary density model. This technique enables us to generalize count-based exploration algorithms to the non-tabular case. We apply our ideas to Atari 2600 games, providing sensible pseudo-counts from raw pixels. We transform these pseudo-counts into exploration bonuses and obtain significantly improved exploration in a number of hard games, including the infamously difficult Montezuma's Revenge.
Deep Exploration via Bootstrapped DQN
Efficient exploration remains a major challenge for reinforcement learning (RL). Common dithering strategies for exploration, such as epsilon-greedy, do not carry out temporally-extended (or deep) exploration; this can lead to exponentially larger data requirements. However, most algorithms for statistically efficient RL are not computationally tractable in complex environments. Randomized value functions offer a promising approach to efficient exploration with generalization, but existing algorithms are not compatible with nonlinearly parameterized value functions. As a first step towards addressing such contexts we develop bootstrapped DQN. We demonstrate that bootstrapped DQN can combine deep exploration with deep neural networks for exponentially faster learning than any dithering strategy. In the Arcade Learning Environment bootstrapped DQN substantially improves learning speed and cumulative performance across most games.
Context-dependent upper-confidence bounds for directed exploration
Directed exploration strategies for reinforcement learning are critical for learning an optimal policy in a minimal number of interactions with the environment. Many algorithms use optimism to direct exploration, either through visitation estimates or upper confidence bounds, as opposed to data-inefficient strategies like e-greedy that use random, undirected exploration. Most data-efficient exploration methods require significant computation, typically relying on a learned model to guide exploration. Least-squares methods have the potential to provide some of the data-efficiency benefits of model-based approaches--because they summarize past interactions--with the computation closer to that of model-free approaches. In this work, we provide a novel, computationally efficient, incremental exploration strategy, leveraging this property of least-squares temporal difference learning (LSTD). We derive upper confidence bounds on the action-values learned by LSTD, with context-dependent (or state-dependent) noise variance. Such context-dependent noise focuses exploration on a subset of variable states, and allows for reduced exploration in other states. We empirically demonstrate that our algorithm can converge more quickly than other incremental exploration strategies using confidence estimates on action-values.