mlsanityData to 7 Oct 2026

Rank the Episodes: A Simple Approach for Exploration in Procedurally-Generated Environments

arXiv 2101.08152 ↗First posted 20 Jan 2021cs.LGcited by 28

Not on the map. Why?

Abstract (arXiv)

Exploration under sparse reward is a long-standing challenge of model-free reinforcement learning. The state-of-the-art methods address this challenge by introducing intrinsic rewards to encourage exploration in novel states or uncertain environment dynamics. Unfortunately, methods based on intrinsic rewards often fall short in procedurally-generated environments, where a different environment is generated in each episode so that the agent is not likely to visit the same state more than once. Motivated by how humans distinguish good exploration behaviors by looking into the entire episode, we introduce RAPID, a simple yet effective episode-level exploration method for procedurally-generated environments. RAPID regards each episode as a whole and gives an episodic exploration score from both per-episode and long-term views. Those highly scored episodes are treated as good exploration behaviors and are stored in a small ranking buffer. The agent then imitates the episodes in the buffer to reproduce the past good exploration behaviors. We demonstrate our method on several procedurally-generated MiniGrid environments, a first-person-view 3D Maze navigation task from MiniWorld, and several sparse MuJoCo tasks. The results show that RAPID significantly outperforms the state-of-the-art intrinsic reward strategies in terms of sample efficiency and final performance. The code is available at https://github.com/daochenzha/rapid

Key facts. Cited by 28 papers in the map (data through 7 Oct 2026). Builds on 48 of its 62 references that are in the map. First posted on arXiv 20 Jan 2021.

Builds on

48 of 62 references.

References · 48

  1. 2017Proximal Policy Optimization Algorithmscited by 14,441
  2. 2015Continuous control with deep reinforcement learningcited by 3,279
  3. 2016Asynchronous Methods for Deep Reinforcement Learningcited by 2,218
  4. 2016Generative Adversarial Imitation Learningcited by 1,576
  5. 2017Curiosity-driven Exploration by Self-supervised Predictioncited by 1,173
  6. 2017Hindsight Experience Replaycited by 1,096
  7. 2018Exploration by Random Network Distillationcited by 966
  8. 2017Rainbow: Combining Improvements in Deep Reinforcement Learningcited by 774
  9. 2017Deep Reinforcement Learning that Matterscited by 727
  10. 2016Unifying Count-Based Exploration and Intrinsic Motivationcited by 632
  11. 2019Leveraging Procedural Generation to Benchmark Reinforcement Learningcited by 478
  12. 2016Benchmarking Deep Reinforcement Learning for Continuous Controlcited by 361
36 more
  1. 2016#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learningcited by 307
  2. 2018TextWorld: A Learning Environment for Text-based Gamescited by 304
  3. 2018Large-Scale Study of Curiosity-Driven Learningcited by 277
  4. 2017Count-Based Exploration with Neural Density Modelscited by 255
  5. 2020Never Give Up: Learning Directed Exploration Strategiescited by 210
  6. 2020The NetHack Learning Environmentcited by 196
  7. 2020Revisiting Fundamentals of Experience Replaycited by 171
  8. 2018A Study on Overfitting in Deep Reinforcement Learningcited by 170
  9. 2018Learning by Playing - Solving Sparse Reward Tasks from Scratchcited by 164
  10. 2017Deep Exploration via Randomized Value Functionscited by 155
  11. 2015Incentivizing Exploration In Reinforcement Learning With Deep Predictive Modelscited by 154
  12. 2017Neural Episodic Controlcited by 148
  13. 2017Intrinsic Motivation and Automatic Curricula via Asymmetric Self-Playcited by 139
  14. 2018Self-Imitation Learningcited by 135
  15. 2020RIDE: Rewarding Impact-Driven Exploration for Procedurally-Generated Environmentscited by 135
  16. 2018Count-Based Exploration with the Successor Representationcited by 112
  17. 2018Episodic Curiosity through Reachabilitycited by 109
  18. 2019Training Agents using Upside-Down Reinforcement Learningcited by 106
  19. 2017A Deeper Look at Experience Replaycited by 104
  20. 2016Model-Free Episodic Controlcited by 100
  21. 2018On Learning Intrinsic Rewards for Policy Gradient Methodscited by 100
  22. 2018A Dissection of Overfitting and Generalization in Continuous Reinforcement Learningcited by 86
  23. 2020Learning with AMIGo: Adversarially Motivated Intrinsic Goalscited by 86
  24. 2020FinRL: A Deep Reinforcement Learning Library for Automated Stock Trading in Quantitative Financecited by 86
  25. 2017Towards Generalization and Simplicity in Continuous Controlcited by 65
  26. 2018Gotta Learn Fast: A New Benchmark for Generalization in RLcited by 59
  27. 2017Count-Based Exploration in Feature Space for Reinforcement Learningcited by 48
  28. 2019Experience Replay Optimizationcited by 47
  29. 2018Remember and Forget for Experience Replaycited by 42
  30. 2019RLCard: A Toolkit for Reinforcement Learning in Card Gamescited by 34
  31. 2018Learning Self-Imitating Diverse Policiescited by 29
  32. 2018Contingency-Aware Exploration in Reinforcement Learningcited by 26
  33. 2018Generative Adversarial Self-Imitation Learningcited by 25
  34. 2016Deep Learning for Reward Design to Improve Monte Carlo Tree Search in ATARI Gamescited by 13
  35. 2018Learning to Explore with Meta-Policy Gradientcited by 9
  36. 2019Memory Based Trajectory-conditioned Policies for Learning from Sparse Rewardscited by 6

Built on by

Cited by year (2026 to 7 Oct)

Citing papers per year: 2021: 4; 2022: 9; 2023: 10; 2024: 2; 2025: 2; 2026: 1.

28 papers.

Sort:

By area:

  1. 2023Data-centric Artificial Intelligence: A Surveycited by 202
  2. 2021DouZero: Mastering DouDizhu with Self-Play Deep Reinforcement Learningcited by 65
  3. 2022Semantic Exploration from Language Abstractions and Pretrained Representationscited by 51
  4. 2022Exploration via Elliptical Episodic Bonusescited by 51
  5. 2023On the Importance of Exploration for Generalization in Reinforcement Learningcited by 30
  6. 2021When should agents explore?cited by 20
  7. 2023Maximize to Explore: One Objective Function Fusing Estimation, Planning, and Explorationcited by 20
  8. 2022AutoShard: Automated Embedding Table Sharding for Recommender Systemscited by 17
  9. 2023Semantic HELM: A Human-Readable Memory for Reinforcement Learningcited by 17
  10. 2024NAVIX: Scaling MiniGrid Environments with JAXcited by 16
  11. 2025Episodic Novelty Through Temporal Distancecited by 15
  12. 2022DreamShard: Generalizable Embedding Table Placement for Recommender Systemscited by 14
16 more
  1. 2022Exploring through Random Curiosity with General Value Functionscited by 10
  2. 2021Simplifying Deep Reinforcement Learning via Self-Supervisioncited by 9
  3. 2022Towards Automated Imbalanced Learning with Deep Hierarchical Reinforcement Learningcited by 9
  4. 2022An Evaluation Study of Intrinsic Motivation Techniques applied to Reinforcement Learning over Hard Exploration Environmentscited by 8
  5. 2021AutoVideo: An Automated Video Action Recognition Systemcited by 6
  6. 2023Pre-train and Search: Efficient Embedding Table Sharding with Pre-trained Neural Cost Modelscited by 5
  7. 2024Reward Guidance for Reinforcement Learning Tasks Based on Large Language Models: The LMGT Frameworkcited by 4
  8. 2022Towards Improving Exploration in Self-Imitation Learning using Intrinsic Motivationcited by 3
  9. 2023Go Beyond Imagination: Maximizing Episodic Reachability with World Modelscited by 3
  10. 2023Learning Curricula in Open-Ended Worldscited by 2
  11. 2022RPM: Generalizable Behaviors for Multi-Agent Reinforcement Learningcited by 1
  12. 2023Towards Personalized Preprocessing Pipeline Searchcited by 1
  13. 2023Using Offline Data to Speed Up Reinforcement Learning in Procedurally Generated Environmentscited by 1
  14. 2023Enhanced Generalization through Prioritization and Diversity in Self-Imitation Reinforcement Learning over Procedural Environments with Sparse Rewardscited by 0
  15. 2025Enter the Void - Planning to Seek Entropy When Reward is Scarcecited by 0
  16. 2026CIG: Exploration via Conditional Information Gaincited by 0