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Research on exploration in reinforcement learning, as applied to Atari 2600 game-playing, has emphasized tackling difficult exploration problems such as Montezuma's Revenge (Bellemare et al., 2016). Recently, bonus-based exploration…

机器学习 · 计算机科学 2021-09-24 Adrien Ali Taïga , William Fedus , Marlos C. Machado , Aaron Courville , Marc G. Bellemare

A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games,…

机器学习 · 计算机科学 2021-03-02 Adrien Ecoffet , Joost Huizinga , Joel Lehman , Kenneth O. Stanley , Jeff Clune

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…

机器人学 · 计算机科学 2023-02-09 Ziyuan Cao , Reshma Anugundanahalli Ramachandra , Kelin Yu

This paper provides an empirical evaluation of recently developed exploration algorithms within the Arcade Learning Environment (ALE). We study the use of different reward bonuses that incentives exploration in reinforcement learning. We do…

机器学习 · 计算机科学 2021-09-28 Adrien Ali Taïga , William Fedus , Marlos C. Machado , Aaron Courville , Marc G. Bellemare

We introduce an exploration bonus for deep reinforcement learning methods that is easy to implement and adds minimal overhead to the computation performed. The bonus is the error of a neural network predicting features of the observations…

机器学习 · 计算机科学 2018-10-31 Yuri Burda , Harrison Edwards , Amos Storkey , Oleg Klimov

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…

人工智能 · 计算机科学 2016-07-19 Ionel-Alexandru Hosu , Traian Rebedea

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…

Recent reinforcement learning (RL) approaches have shown strong performance in complex domains such as Atari games, but are often highly sample inefficient. A common approach to reduce interaction time with the environment is to use reward…

机器学习 · 计算机科学 2019-06-03 Prasoon Goyal , Scott Niekum , Raymond J. Mooney

Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human…

机器学习 · 计算机科学 2018-12-03 Yusuf Aytar , Tobias Pfaff , David Budden , Tom Le Paine , Ziyu Wang , Nando de Freitas

To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to…

机器学习 · 计算机科学 2018-11-16 Borja Ibarz , Jan Leike , Tobias Pohlen , Geoffrey Irving , Shane Legg , Dario Amodei

Common approaches to Reinforcement Learning (RL) are seriously challenged by large-scale applications involving huge state spaces and sparse delayed reward feedback. Hierarchical Reinforcement Learning (HRL) methods attempt to address this…

人工智能 · 计算机科学 2019-04-15 Jacob Rafati , David C. Noelle

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…

机器学习 · 计算机科学 2019-03-05 Jongwook Choi , Yijie Guo , Marcin Moczulski , Junhyuk Oh , Neal Wu , Mohammad Norouzi , Honglak Lee

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…

人工智能 · 计算机科学 2017-03-14 Sungtae Lee , Sang-Woo Lee , Jinyoung Choi , Dong-Hyun Kwak , Byoung-Tak Zhang

Agents that can learn to imitate given video observation -- \emph{without direct access to state or action information} are more applicable to learning in the natural world. However, formulating a reinforcement learning (RL) agent that…

机器学习 · 计算机科学 2023-07-14 Glen Berseth , Florian Golemo , Christopher Pal

In this study, we address the problem of efficient exploration in reinforcement learning. Most common exploration approaches depend on random action selection, however these approaches do not work well in environments with sparse or no…

机器学习 · 计算机科学 2022-06-30 Doğay Kamar , Nazım Kemal Üre , Gözde Ünal

Our work is a simple extension of the paper "Exploration by Random Network Distillation". More in detail, we show how to efficiently combine Intrinsic Rewards with Experience Replay in order to achieve more efficient and robust exploration…

机器学习 · 计算机科学 2019-12-03 Francesco Sovrano

The problem of sparse rewards is one of the hardest challenges in contemporary reinforcement learning. Hierarchical reinforcement learning (HRL) tackles this problem by using a set of temporally-extended actions, or options, each of which…

机器学习 · 计算机科学 2020-01-14 Nat Dilokthanakul , Christos Kaplanis , Nick Pawlowski , Murray Shanahan

Hierarchical learning (HL) is key to solving complex sequential decision problems with long horizons and sparse rewards. It allows learning agents to break-up large problems into smaller, more manageable subtasks. A common approach to HL,…

人工智能 · 计算机科学 2018-03-01 Garrett Andersen , Peter Vrancx , Haitham Bou-Ammar

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…

机器学习 · 计算机科学 2018-09-11 Michał Garmulewicz , Henryk Michalewski , Piotr Miłoś

We propose a new method for count-based exploration in high-dimensional state spaces. Unlike previous work which relies on density models, we show that counts can be derived by averaging samples from the Rademacher distribution (or coin…

机器学习 · 计算机科学 2023-06-07 Sam Lobel , Akhil Bagaria , George Konidaris
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