Related papers: Count-Based Exploration with Neural Density Models
Reinforcement learning has achieved remarkable success in perfect information games such as Go and Atari, enabling agents to compete at the highest levels against human players. However, research in reinforcement learning for imperfect…
Deep reinforcement learning has been successfully applied to several visual-input tasks using model-free methods. In this paper, we propose a model-based approach that combines learning a DNN-based transition model with Monte Carlo tree…
Achieving efficient and scalable exploration in complex domains poses a major challenge in reinforcement learning. While Bayesian and PAC-MDP approaches to the exploration problem offer strong formal guarantees, they are often impractical…
This paper introduces a novel method for learning how to play the most difficult Atari 2600 games from the Arcade Learning Environment using deep reinforcement learning. The proposed method, human checkpoint replay, consists in using…
Exploration is a key problem in reinforcement learning. Recently bonus-based methods have achieved considerable successes in environments where exploration is difficult such as Montezuma's Revenge, which assign additional bonuses (e.g.,…
Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges…
Pseudo-count is an effective anti-exploration method in offline reinforcement learning (RL) by counting state-action pairs and imposing a large penalty on rare or unseen state-action pair data. Existing anti-exploration methods count…
Recently, reinforcement learning has been successfully applied to the logical game of Go, various Atari games, and even a 3D game, Labyrinth, though it continues to have problems in sparse reward settings. It is difficult to explore, but…
The focus of this work is sample-efficient deep reinforcement learning (RL) with a simulator. One useful property of simulators is that it is typically easy to reset the environment to a previously observed state. We propose an algorithmic…
Efficient exploration in complex environments remains a major challenge for reinforcement learning. We propose bootstrapped DQN, a simple algorithm that explores in a computationally and statistically efficient manner through use of…
We propose an expert-augmented actor-critic algorithm, which we evaluate on two environments with sparse rewards: Montezumas Revenge and a demanding maze from the ViZDoom suite. In the case of Montezumas Revenge, an agent trained with our…
Monte Carlo Tree Search (MCTS) methods have proven powerful in planning for sequential decision-making problems such as Go and video games, but their performance can be poor when the planning depth and sampling trajectories are limited or…
Reinforcement Learning (RL) has become a compelling way to strengthen the multi step reasoning ability of Large Language Models (LLMs). However, prevalent RL paradigms still lean on sparse outcome-based rewards and limited exploration,…
We introduce Robust Exploration via Clustering-based Online Density Estimation (RECODE), a non-parametric method for novelty-based exploration that estimates visitation counts for clusters of states based on their similarity in a chosen…
Reinforcement learning algorithms have become more complex since the invention of target networks. Unfortunately, target networks have not kept up with this increased complexity, instead requiring approximate solutions to be computationally…
Designing appropriate reward functions for Reinforcement Learning (RL) approaches has been a significant problem, especially for complex environments such as Atari games. Utilizing natural language instructions to provide intermediate…
The class of deep deterministic off-policy algorithms is effectively applied to solve challenging continuous control problems. Current approaches commonly utilize random noise as an exploration method, which has several drawbacks, including…
The dual-encoder has become the de facto architecture for dense retrieval. Typically, it computes the latent representations of the query and document independently, thus failing to fully capture the interactions between the query and…
Much of recent Deep Reinforcement Learning success is owed to the neural architecture's potential to learn and use effective internal representations of the world. While many current algorithms access a simulator to train with a large…
We propose Monte Carlo Permutation Search (MCPS), a general-purpose Monte Carlo Tree Search (MCTS) algorithm that improves upon the GRAVE algorithm. MCPS is relevant when deep reinforcement learning is not an option or when the computing…