# Adapting Behaviour for Learning Progress

arXiv: https://arxiv.org/abs/1912.06910 · HTML: https://mlsanity.com/paper/1912.06910/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 14 Dec 2019.

## Built on by (most cited first, 11 of 11)

- [Open-Endedness is Essential for Artificial Superhuman Intelligence](https://mlsanity.com/paper/2406.04268/) (2024)
- [Automated Reinforcement Learning (AutoRL): A Survey and Open Problems](https://mlsanity.com/paper/2201.03916/) (2022)
- [Tactical Optimism and Pessimism for Deep Reinforcement Learning](https://mlsanity.com/paper/2102.03765/) (2021)
- [The Phenomenon of Policy Churn](https://mlsanity.com/paper/2206.00730/) (2022)
- [Return-based Scaling: Yet Another Normalisation Trick for Deep RL](https://mlsanity.com/paper/2105.05347/) (2021)
- [When should agents explore?](https://mlsanity.com/paper/2108.11811/) (2021)
- [Adaptive Anytime Multi-Agent Path Finding Using Bandit-Based Large Neighborhood Search](https://mlsanity.com/paper/2312.16767/) (2023)
- [Dynamic Update-to-Data Ratio: Minimizing World Model Overfitting](https://mlsanity.com/paper/2303.10144/) (2023)
- [Balans: Multi-Armed Bandits-based Adaptive Large Neighborhood Search for Mixed-Integer Programming Problem](https://mlsanity.com/paper/2412.14382/) (2024)
- [Adaptive Q-Network: On-the-fly Target Selection for Deep Reinforcement Learning](https://mlsanity.com/paper/2405.16195/) (2024)
- [Anytime Multi-Agent Path Finding with an Adaptive Delay-Based Heuristic](https://mlsanity.com/paper/2408.02960/) (2024)

## Abstract (arXiv)

Determining what experience to generate to best facilitate learning (i.e. exploration) is one of the distinguishing features and open challenges in reinforcement learning. The advent of distributed agents that interact with parallel instances of the environment has enabled larger scales and greater flexibility, but has not removed the need to tune exploration to the task, because the ideal data for the learning algorithm necessarily depends on its process of learning. We propose to dynamically adapt the data generation by using a non-stationary multi-armed bandit to optimize a proxy of the learning progress. The data distribution is controlled by modulating multiple parameters of the policy (such as stochasticity, consistency or optimism) without significant overhead. The adaptation speed of the bandit can be increased by exploiting the factored modulation structure. We demonstrate on a suite of Atari 2600 games how this unified approach produces results comparable to per-task tuning at a fraction of the cost.
