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Exploring Ensemble Error Exploration for Unsupervised Reinforcement Learning

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Reinforcement learning promises to solve complex sequential-decision problems autonomously by specifying a high-level reward function only. However, reinforcement learning algorithms struggle when, as is often the case, simple and intuitive rewards provide sparse1 and deceptive2 feedback. Avoiding these pitfalls requires a thorough exploration of the environment, but creating algorithms that can do so remains one of the central challenges of the field. Here we hypothesize that the main impediment to effective exploration originates from algorithms forgetting how to reach previously visited states (detachment) and failing to first return to a state before exploring from it (derailment). We introduce Go-Explore, a family of algorithms that addresses these two challenges directly through the simple principles of explicitly ‘remembering’ promising states and returning to such states before intentionally exploring. Go-Explore solves all previously unsolved Atari games and surpasses the state of the art on all hard-exploration games1, with orders-of-magnitude improvements on the grand challenges of Montezuma’s Revenge and Pitfall. We also demonstrate the practical potential of Go-Explore on a sparse-reward pick-and-place robotics task. Additionally, we show that adding a goal-conditioned policy can further improve Go-Explore’s exploration efficiency and enable it to handle stochasticity throughout training. The substantial performance gains from Go-Explore suggest that the simple principles of remembering states, returning to them, and exploring from them are a powerful and general approach to exploration—an insight that may prove critical to the creation of truly intelligent learning agents. A reinforcement learning algorithm that explicitly remembers promising states and returns to them as a basis for further exploration solves all as-yet-unsolved Atari games and out-performs previous algorithms on Montezuma’s Revenge and Pitfall.
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Function approximation is essential to reinforcement learning, but the standard approach of approximating a value function and determining a policy from it has so far proven theoretically intractable.
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The theory of reinforcement learning provides a normative account, deeply rooted in psychological and neuroscientific perspectives on animal behaviour, of how agents may optimize their control of an environment. To use reinforcement learning successfully in situations approaching real-world complexity, however, agents are confronted with a difficult task: they must derive efficient representations of the environment from high-dimensional sensory inputs, and use these to generalize past experience to new situations. Remarkably, humans and other animals seem to solve this problem through a harmonious combination of reinforcement learning and hierarchical sensory processing systems, the former evidenced by a wealth of neural data revealing notable parallels between the phasic signals emitted by dopaminergic neurons and temporal difference reinforcement learning algorithms. While reinforcement learning agents have achieved some successes in a variety of domains, their applicability has previously been limited to domains in which useful features can be handcrafted, or to domains with fully observed, low-dimensional state spaces. Here we use recent advances in training deep neural networks to develop a novel artificial agent, termed a deep Q-network, that can learn successful policies directly from high-dimensional sensory inputs using end-to-end reinforcement learning. We tested this agent on the challenging domain of classic Atari 2600 games. We demonstrate that the deep Q-network agent, receiving only the pixels and the game score as inputs, was able to surpass the performance of all previous algorithms and achieve a level comparable to that of a professional human games tester across a set of 49 games, using the same algorithm, network architecture and hyperparameters. This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.
Dream to control: learning behaviors by latent imagination
  • D Hafner
  • T Lillicrap
  • J Ba
  • M Norouzi
Planning Goals for Exploration
  • E Hu
  • R Chang
  • O Rybkin
  • D Jayaraman
Self-supervised exploration via disagreement
  • D Pathak
  • D Gandhi
  • A Gupta
Learning latent dynamics for planning from pixels
  • D Hafner
Mastering the unsupervised reinforcement learning benchmark from pixels
  • S Rajeswar
URLB: unsupervised reinforcement learning benchmark
  • M Laskin
Mastering atari with discrete world models
  • D Hafner
  • T Lillicrap
  • M Norouzi
  • J Ba
Mastering diverse domains through world models
  • D Hafner
  • J Pasukonis
  • J Ba
  • T Lillicrap
Planning to explore via self-supervised world models
  • R Sekar
  • O Rybkin
  • K Daniilidis
  • P Abbeel
  • D Hafner
  • D Pathak
Choreographer: Learning and adapting skills in imagination
  • P Mazzaglia
  • T Verbelen
  • B Dhoedt
  • A Lacoste
  • S Rajeswar
Exploration by random network distillation
  • Y Burda
  • H Edwards
  • A Storkey
  • O Klimov
Large-scale study of curiosity-driven learning
  • Y Burda
  • H Edwards
  • D Pathak
  • A Storkey
  • T Darrell
  • A Efros
Cell-free latent go-explore
  • Q Gallouédec
  • E Dellandréa
Model-based active exploration
  • P Shyam
  • W Jaśkowski
  • F Gomez