# Agent-State Construction with Auxiliary Inputs

arXiv: https://arxiv.org/abs/2211.07805 · HTML: https://mlsanity.com/paper/2211.07805/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 6 of its 40 references that are in the map.
- First posted on arXiv 15 Nov 2022.

## Builds on (most cited first, 6 of 6)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Deep Recurrent Q-Learning for Partially Observable MDPs](https://mlsanity.com/paper/1507.06527/) (2015)
- [Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents](https://mlsanity.com/paper/1709.06009/) (2017)
- [State of the Art Control of Atari Games Using Shallow Reinforcement Learning](https://mlsanity.com/paper/1512.01563/) (2015)
- [General Value Function Networks](https://mlsanity.com/paper/1807.06763/) (2018)
- [From Eye-blinks to State Construction: Diagnostic Benchmarks for Online Representation Learning](https://mlsanity.com/paper/2011.04590/) (2020)

## Built on by (most cited first, 3 of 3)

- [Streaming Deep Reinforcement Learning Finally Works](https://mlsanity.com/paper/2410.14606/) (2024)
- [GVFs in the Real World: Making Predictions Online for Water Treatment](https://mlsanity.com/paper/2312.01624/) (2023)
- [Mitigating Partial Observability in Sequential Decision Processes via the Lambda Discrepancy](https://mlsanity.com/paper/2407.07333/) (2024)

## Abstract (arXiv)

In many, if not every realistic sequential decision-making task, the decision-making agent is not able to model the full complexity of the world. The environment is often much larger and more complex than the agent, a setting also known as partial observability. In such settings, the agent must leverage more than just the current sensory inputs; it must construct an agent state that summarizes previous interactions with the world. Currently, a popular approach for tackling this problem is to learn the agent-state function via a recurrent network from the agent's sensory stream as input. Many impressive reinforcement learning applications have instead relied on environment-specific functions to aid the agent's inputs for history summarization. These augmentations are done in multiple ways, from simple approaches like concatenating observations to more complex ones such as uncertainty estimates. Although ubiquitous in the field, these additional inputs, which we term auxiliary inputs, are rarely emphasized, and it is not clear what their role or impact is. In this work we explore this idea further, and relate these auxiliary inputs to prior classic approaches to state construction. We present a series of examples illustrating the different ways of using auxiliary inputs for reinforcement learning. We show that these auxiliary inputs can be used to discriminate between observations that would otherwise be aliased, leading to more expressive features that smoothly interpolate between different states. Finally, we show that this approach is complementary to state-of-the-art methods such as recurrent neural networks and truncated back-propagation through time, and acts as a heuristic that facilitates longer temporal credit assignment, leading to better performance.
