LPM uses a dual-network design to compute intrinsic rewards from the change in prediction error across iterations, providing a noise-robust signal that is theoretically linked to information gain.
Large-scale study of curiosity-driven learning
7 Pith papers cite this work. Polarity classification is still indexing.
abstract
Reinforcement learning algorithms rely on carefully engineering environment rewards that are extrinsic to the agent. However, annotating each environment with hand-designed, dense rewards is not scalable, motivating the need for developing reward functions that are intrinsic to the agent. Curiosity is a type of intrinsic reward function which uses prediction error as reward signal. In this paper: (a) We perform the first large-scale study of purely curiosity-driven learning, i.e. without any extrinsic rewards, across 54 standard benchmark environments, including the Atari game suite. Our results show surprisingly good performance, and a high degree of alignment between the intrinsic curiosity objective and the hand-designed extrinsic rewards of many game environments. (b) We investigate the effect of using different feature spaces for computing prediction error and show that random features are sufficient for many popular RL game benchmarks, but learned features appear to generalize better (e.g. to novel game levels in Super Mario Bros.). (c) We demonstrate limitations of the prediction-based rewards in stochastic setups. Game-play videos and code are at https://pathak22.github.io/large-scale-curiosity/
citation-role summary
citation-polarity summary
verdicts
UNVERDICTED 7roles
background 1polarities
background 1representative citing papers
Introduces a learned arrow of time in MDPs that aligns with the Jordan-Kinderlehrer-Otto notion for stochastic processes and enables practical RL utilities like reachability and side-effect detection.
Curiosity-Critic rewards the improvement in cumulative prediction error via a tractable per-step surrogate (current error minus learned asymptotic baseline), outperforming prior curiosity methods in a stochastic grid world.
LLMs diverge from human goal selection in self-directed learning by exploiting single solutions with low variability across instances.
A two-stage framework learns a world graph of pivotal states task-agnostically via joint training of a latent model and curiosity-driven policy, then uses the graph to accelerate hierarchical RL on maze tasks.
SBC generates virtual environments via state blocking to expose agents to diverse suboptimal partner policies, yielding superior zero-shot coordination performance including with humans.
Empirical comparison finds that self-supervised representations vary in capturing agent state and generalizing to new levels or textures depending on environment visuals and dynamics.
citing papers explorer
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Beyond Noisy-TVs: Noise-Robust Exploration Via Learning Progress Monitoring
LPM uses a dual-network design to compute intrinsic rewards from the change in prediction error across iterations, providing a noise-robust signal that is theoretically linked to information gain.
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Learning the Arrow of Time
Introduces a learned arrow of time in MDPs that aligns with the Jordan-Kinderlehrer-Otto notion for stochastic processes and enables practical RL utilities like reachability and side-effect detection.
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Curiosity-Critic: Cumulative Prediction Error Improvement as a Tractable Intrinsic Reward for World Model Training
Curiosity-Critic rewards the improvement in cumulative prediction error via a tractable per-step surrogate (current error minus learned asymptotic baseline), outperforming prior curiosity methods in a stochastic grid world.
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Language Model Goal Selection Differs from Humans' in a Self-Directed Learning Task
LLMs diverge from human goal selection in self-directed learning by exploiting single solutions with low variability across instances.
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Learning World Graphs to Accelerate Hierarchical Reinforcement Learning
A two-stage framework learns a world graph of pivotal states task-agnostically via joint training of a latent model and curiosity-driven policy, then uses the graph to accelerate hierarchical RL on maze tasks.
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Shaping Zero-Shot Coordination via State Blocking
SBC generates virtual environments via state blocking to expose agents to diverse suboptimal partner policies, yielding superior zero-shot coordination performance including with humans.
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Supervise Thyself: Examining Self-Supervised Representations in Interactive Environments
Empirical comparison finds that self-supervised representations vary in capturing agent state and generalizing to new levels or textures depending on environment visuals and dynamics.