The performance of off-policy learning, including deep Q-learning and deep deterministic policy gradient (DDPG), critically depends on the choice of the exploration policy. Existing exploration methods are mostly based on adding noise to the on-going actor policy and can only explore regions close to what the actor policy dictates. In this work, we develop a simple meta-policy gradient algorithm that allows us to adaptively learn the exploration policy in DDPG. Our algorithm allows us to train flexible exploration behaviors that are independent of the actor policy, yielding a that significantly speeds up the learning process. With an extensive study, we show that our method significantly improves the sample-efficiency of DDPG on a variety of reinforcement learning tasks.
The problem of exploration has been widely used in the literature. Beyond the traditional studies based on epsilon-greedy and Boltzmann exploration, there are several recent advances in the setting of deep reinforcement learning. For example, @cite_7 studied count-based exploration for deep reinforcement learning; @cite_12 proposed a new exploration method based on assigning exploration bonuses from a concurrently learned transition model; @cite_15 studied a bandit-based algorithm for learning simple exploration strategies in model-based settings; @cite_20 used a bootstrapped approach for exploration in DQN, a simple algorithm in a computationally and statistically efficient manner through the use of randomized value functions @cite_9 .
@cite_7 @cite_9 @cite_15 @cite_12 @cite_20
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Efficient exploration remains a major challenge for reinforcement learning (RL). Common dithering strategies for exploration, such as '-greedy, do not carry out temporally-extended (or deep) exploration; this can lead to exponentially larger data requirements. However, most algorithms for statistically efficient RL are not computationally tractable in complex environments. Randomized value functions offer a promising approach to efficient exploration with generalization, but existing algorithms are not compatible with nonlinearly parameterized value functions. As a first step towards addressing such contexts we develop bootstrapped DQN. We demonstrate that bootstrapped DQN can combine deep exploration with deep neural networks for exponentially faster learning than any dithering strategy. In the Arcade Learning Environment bootstrapped DQN substantially improves learning speed and cumulative performance across most games. 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 in higher dimensions due to their reliance on enumerating the state-action space. Hence, exploration in complex domains is often performed with simple epsilon-greedy methods. In this paper, we consider the challenging Atari games domain, which requires processing raw pixel inputs and delayed rewards. We evaluate several more sophisticated exploration strategies, including Thompson sampling and Boltzman exploration, and propose a new exploration method based on assigning exploration bonuses from a concurrently learned model of the system dynamics. By parameterizing our learned model with a neural network, we are able to develop a scalable and efficient approach to exploration bonuses that can be applied to tasks with complex, high-dimensional state spaces. In the Atari domain, our method provides the most consistent improvement across a range of games that pose a major challenge for prior methods. In addition to raw game-scores, we also develop an AUC-100 metric for the Atari Learning domain to evaluate the impact of exploration on this benchmark. Exploration is a fundamental challenge in reinforcement learning (RL). Many current exploration methods for deep RL use task-agnostic objectives, such as information gain or bonuses based on state visitation. However, many practical applications of RL involve learning more than a single task, and prior tasks can be used to inform how exploration should be performed in new tasks. In this work, we study how prior tasks can inform an agent about how to explore effectively in new situations. We introduce a novel gradient-based fast adaptation algorithm -- model agnostic exploration with structured noise (MAESN) -- to learn exploration strategies from prior experience. The prior experience is used both to initialize a policy and to acquire a latent exploration space that can inject structured stochasticity into a policy, producing exploration strategies that are informed by prior knowledge and are more effective than random action-space noise. We show that MAESN is more effective at learning exploration strategies when compared to prior meta-RL methods, RL without learned exploration strategies, and task-agnostic exploration methods. We evaluate our method on a variety of simulated tasks: locomotion with a wheeled robot, locomotion with a quadrupedal walker, and object manipulation. A fundamental problem in reinforcement learning is balancing exploration and exploitation. We address this problem in the context of model-based reinforcement learning in large stochastic relational domains by developing relational extensions of the concepts of the E3 and R-MAX algorithms. Efficient exploration in exponentially large state spaces needs to exploit the generalization of the learned model: what in a propositional setting would be considered a novel situation and worth exploration may in the relational setting be a well-known context in which exploitation is promising. To address this we introduce relational count functions which generalize the classical notion of state and action visitation counts. We provide guarantees on the exploration efficiency of our framework using count functions under the assumption that we had a relational KWIK learner and a near-optimal planner. We propose a concrete exploration algorithm which integrates a practically efficient probabilistic rule learner and a relational planner (for which there are no guarantees, however) and employs the contexts of learned relational rules as features to model the novelty of states and actions. Our results in noisy 3D simulated robot manipulation problems and in domains of the international planning competition demonstrate that our approach is more effective than existing propositional and factored exploration techniques.