Deep Curiosity Search: Intra-Life Exploration Improves Performance on Challenging Deep Reinforcement Learning Problems
By Christopher Stanton, Jeff Clune. 2018
42 citations recorded by the source corpus.
Traditional exploration methods in RL require agents to perform random actions to find rewards. But these approaches struggle on sparse-reward domains like Montezuma's Revenge where the probability that any random action sequence leads to reward is extremely low. Recent algorithms have performed well on such tasks by encouraging agents to visit new states or perform new actions in relation to all prior training episodes (which we call across-training novelty). But such algorithms do not consider whether an agent exhibits intra-life novelty: doing something new within the current episode, regardless of whether those behaviors have been performed in previous episodes. We hypothesize that across-training novelty might discourage agents from revisiting initially non-rewarding states that could become important stepping stones later in training. We introduce Deep Curiosity Search (DeepCS), which encourages intra-life exploration by rewarding agents for visiting as many different states as possible within each episode, and show that DeepCS matches the performance of current state-of-the-art methods on Montezuma's Revenge. We further show that DeepCS improves exploration on Amidar, Freeway, Gravitar, and Tutankham (many of which are hard exploration games). Surprisingly, DeepCS doubles A2C performance on Seaquest, a game we would not have expected to benefit from intra-life exploration because the arena is small and already easily navigated by naive exploration techniques. In one run, DeepCS achieves a maximum training score of 80,000 points on Seaquest, higher than any methods other than Ape-X. The strong performance of DeepCS on these sparse- and dense-reward tasks suggests that encouraging intra-life novelty is an interesting, new approach for improving performance in Deep RL and motivates further research into hybridizing across-training and intra-life exploration methods.
Subfields: Artificial Intelligence, Sociology and Political Science
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Sergey Levine
- Jeff Clune
- Pieter Abbeel
- Chelsea Finn
- Yoshua Bengio
- Ruslan Salakhutdinov
- Kenneth O. Stanley
- Quoc V. Le
In Sociology and Political Science
- Kenneth O. Stanley
- Jeff Clune
- Joel Lehman
- Joost Huizinga
- Adrien Ecoffet
- Harrison Edwards
- Amos J. Storkey
- Oleg Klimov
Citations in the corpus
- Exploration by Random Network Distillation (2018, methodology): “Special access to the underlying RAM state can also be used to improve exploration by using it to hand-craft exploration bonuses (Kulkarni et al., 2016; Tang et al., 2017; Stanton & Clune, 2018).”
- Go-Explore: a New Approach for Hard-Exploration Problems (2019, background): “like deviating to explore dead ends or jumping often to touch states only accessible by jumping, even though doing so is not necessary to gain real reward. An example of a Deep Curiosity Search agent [37] performing such inefficient jumps can be viewed at https://youtu.be/-Fy2va3IbQU, and a random ne”
- Never Give Up: Learning Directed Exploration Strategies (2020, background): “…hard exploration tasks, these algorithms face a fundamental limitation: after the novelty of a state has vanished, the agent is not encouraged to visit it again, regardless of the downstream learning opportunities it might allow (Bellemare et al., 2016; Ecoffet et al., 2019; Stanton & Clune, 2018).”
- AI-GAs: AI-generating algorithms, an alternate paradigm for producing general artificial intelligence (2019, methodology): “…we later showed that encouraging an agent to visit as many different locations within its lifetime (i.e. within an episode) as possible improved performance on the Atari game Montezuma’s Revenge, a notoriously difficult, sparse, hard-exploration problem, matching the then state of the art [174].”