Incentivizing Exploration In Reinforcement Learning With Deep Predictive Models
Paper · 2015 · Bradly C. Stadie, Sergey Levine and Pieter Abbeel
Summary
Exploration in reinforcement learning with high-dimensional observations is still hard. Count-based bonus methods such as MBIE-EB and BEB come with theoretical guarantees, but they need to enumerate states. Large-scale agents therefore usually fall back on epsilon-greedy. The authors replace visitation counts with the "surprise" of a learned dynamics model.
Atari frames are first compressed by an autoencoder. A neural network then predicts the next encoded frame from the current encoding and the chosen action. The squared prediction error is normalized by the largest error seen so far, decayed over time, and added to the game reward as a novelty bonus. The scheme works with any online RL learner. Here it is combined with DQN on Arcade Learning Environment games and compared with Boltzman exploration and Thompson sampling.
Model-based bonuses gave the most consistent improvements, especially on games where humans far outperform earlier agents, and they also accelerated learning. To measure learning speed, the paper introduces AUC-100, a normalized area under the score curve over the first 100 epochs.
Key points
- Novelty signal: the novelty of a transition is the normalized squared error of the dynamics predictor in the autoencoded space. Predicting raw pixels produced nearly uniform, uninformative bonuses.
- Encoder design: an eight-layer autoencoder is used, taking its sixth layer as the state code. On Seaquest, this layer beat the fourth-layer bottleneck.
- Training schedule: the policy updates every step, while the dynamics model is refit once per epoch (50,000 observations). The encoder is retrained every 5 epochs.
- AUC-100 results: examples include Bowling (DQN 0.964, static-AE bonus 1.493, dynamic-AE bonus 1.836), Frostbite (0.573 vs 0.971 with static AE), and Seaquest (0.16 vs 0.265 with dynamic AE). Every method scored 0 on Montezuma.
- Model learning: across all runs, the mean normalized prediction residual after 100 epochs fell to roughly half of its peak. This suggests the models genuinely learned game dynamics.
Fields, topics and concepts
📚 Shelves 4The field of science this work belongs to (OpenAlex fields).Computer Science · 19,503 worksArtificial Intelligence · 18,805 worksDecision Sciences · 306 worksManagement Science and Operations Research · 145 works
Cite
Cite as Bradly C. Stadie, Sergey Levine and Pieter Abbeel. 2015. Incentivizing Exploration In Reinforcement Learning With Deep Predictive Models. arXiv:1507.00814.
@misc{stadie2015incentivizing,
title = {{Incentivizing Exploration In Reinforcement Learning With Deep Predictive Models}},
author = {Bradly C. Stadie, Sergey Levine and Pieter Abbeel},
year = {2015},
doi = {10.48550/arxiv.1507.00814},
eprint = {1507.00814},
archivePrefix = {arXiv},
url = {https://doi.org/10.48550/arxiv.1507.00814}
}References
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