# #Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning

arXiv: https://arxiv.org/abs/1611.04717 · HTML: https://mlsanity.com/paper/1611.04717/

## Key facts

- Cited by 309 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 15 Nov 2016.

## Built on by (most cited first, 30 of 309)

- [Reinforced Cross-Modal Matching and Self-Supervised Imitation Learning for Vision-Language Navigation](https://mlsanity.com/paper/1811.10092/) (2018)
- [PEBBLE: Feedback-Efficient Interactive Reinforcement Learning via Relabeling Experience and Unsupervised Pre-training](https://mlsanity.com/paper/2106.05091/) (2021)
- [Affordances from Human Videos as a Versatile Representation for Robotics](https://mlsanity.com/paper/2304.08488/) (2023)
- [Exploration in Deep Reinforcement Learning: A Survey](https://mlsanity.com/paper/2205.00824/) (2022)
- [Self-Imitation Learning](https://mlsanity.com/paper/1806.05635/) (2018)
- [Habitat-Web: Learning Embodied Object-Search Strategies from Human Demonstrations at Scale](https://mlsanity.com/paper/2204.03514/) (2022)
- [Benchmarking Batch Deep Reinforcement Learning Algorithms](https://mlsanity.com/paper/1910.01708/) (2019)
- [Reinforcement Learning with Action-Free Pre-Training from Videos](https://mlsanity.com/paper/2203.13880/) (2022)
- [State Entropy Maximization with Random Encoders for Efficient Exploration](https://mlsanity.com/paper/2102.09430/) (2021)
- [DEUP: Direct Epistemic Uncertainty Prediction](https://mlsanity.com/paper/2102.08501/) (2021)
- [METRA: Scalable Unsupervised RL with Metric-Aware Abstraction](https://mlsanity.com/paper/2310.08887/) (2023)
- [BYOL-Explore: Exploration by Bootstrapped Prediction](https://mlsanity.com/paper/2206.08332/) (2022)
- [Unpacking Reward Shaping: Understanding the Benefits of Reward Engineering on Sample Complexity](https://mlsanity.com/paper/2210.09579/) (2022)
- [Reward Uncertainty for Exploration in Preference-based Reinforcement Learning](https://mlsanity.com/paper/2205.12401/) (2022)
- [Reinforcement Learning, Bit by Bit](https://mlsanity.com/paper/2103.04047/) (2021)
- [Exploration in Deep Reinforcement Learning: From Single-Agent to Multiagent Domain](https://mlsanity.com/paper/2109.06668/) (2021)
- [Cooperative Exploration for Multi-Agent Deep Reinforcement Learning](https://mlsanity.com/paper/2107.11444/) (2021)
- [Exploration via Elliptical Episodic Bonuses](https://mlsanity.com/paper/2210.05805/) (2022)
- [Episodic Multi-agent Reinforcement Learning with Curiosity-Driven Exploration](https://mlsanity.com/paper/2111.11032/) (2021)
- [Improving Intrinsic Exploration with Language Abstractions](https://mlsanity.com/paper/2202.08938/) (2022)
- [Sim-to-Real Reinforcement Learning for Vision-Based Dexterous Manipulation on Humanoids](https://mlsanity.com/paper/2502.20396/) (2025)
- [Landmark-Guided Subgoal Generation in Hierarchical Reinforcement Learning](https://mlsanity.com/paper/2110.13625/) (2021)
- [DrM: Mastering Visual Reinforcement Learning through Dormant Ratio Minimization](https://mlsanity.com/paper/2310.19668/) (2023)
- [Curious Representation Learning for Embodied Intelligence](https://mlsanity.com/paper/2105.01060/) (2021)
- [Offline Reinforcement Learning as Anti-Exploration](https://mlsanity.com/paper/2106.06431/) (2021)
- [MADE: Exploration via Maximizing Deviation from Explored Regions](https://mlsanity.com/paper/2106.10268/) (2021)
- [A Review of Uncertainty for Deep Reinforcement Learning](https://mlsanity.com/paper/2208.09052/) (2022)
- [Reinforcement Learning for Adaptive Mesh Refinement](https://mlsanity.com/paper/2103.01342/) (2021)
- [On Bonus-Based Exploration Methods in the Arcade Learning Environment](https://mlsanity.com/paper/2109.11052/) (2021)
- [Hierarchical Skills for Efficient Exploration](https://mlsanity.com/paper/2110.10809/) (2021)

## Abstract (arXiv)

Count-based exploration algorithms are known to perform near-optimally when used in conjunction with tabular reinforcement learning (RL) methods for solving small discrete Markov decision processes (MDPs). It is generally thought that count-based methods cannot be applied in high-dimensional state spaces, since most states will only occur once. Recent deep RL exploration strategies are able to deal with high-dimensional continuous state spaces through complex heuristics, often relying on optimism in the face of uncertainty or intrinsic motivation. In this work, we describe a surprising finding: a simple generalization of the classic count-based approach can reach near state-of-the-art performance on various high-dimensional and/or continuous deep RL benchmarks. States are mapped to hash codes, which allows to count their occurrences with a hash table. These counts are then used to compute a reward bonus according to the classic count-based exploration theory. We find that simple hash functions can achieve surprisingly good results on many challenging tasks. Furthermore, we show that a domain-dependent learned hash code may further improve these results. Detailed analysis reveals important aspects of a good hash function: 1) having appropriate granularity and 2) encoding information relevant to solving the MDP. This exploration strategy achieves near state-of-the-art performance on both continuous control tasks and Atari 2600 games, hence providing a simple yet powerful baseline for solving MDPs that require considerable exploration.
