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Unifying Count-Based Exploration and Intrinsic Motivation

About

We consider an agent's uncertainty about its environment and the problem of generalizing this uncertainty across observations. 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 intrinsic rewards and obtain significantly improved exploration in a number of hard games, including the infamously difficult Montezuma's Revenge.

Marc G. Bellemare, Sriram Srinivasan, Georg Ostrovski, Tom Schaul, David Saxton, Remi Munos• 2016

Related benchmarks

TaskDatasetResultRank
Reinforcement LearningAtari 2600 MONTEZUMA'S REVENGE
Score3.71e+3
45
Atari Game PlayingPitfall!
Score0.00e+0
25
Reinforcement LearningAtari 2600 Montezuma's Revenge ALE (test)
Score273.7
24
Reinforcement LearningAtari 2600 Private Eye ALE (test)
Score99.32
19
Reinforcement LearningAtari 2600 Gravitar ALE (test)
Score239
19
Reinforcement LearningAtari 2600 Freeway ALE (test)
Score30.48
14
Reinforcement LearningAtari 2600 Frostbite ALE (test)
Avg Reward352
13
Reinforcement LearningAtari 2600 Arcade Learning Environment (evaluation)
Montezuma's Revenge Score399.5
11
Reinforcement LearningAtari 2600 GRAVITAR
GRAVITAR Score199.8
10
Reinforcement LearningArcade Learning Environment Atari 2600 2013 (full set)
Asterix Score7.92e+3
9
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