# A computational approach to visual ecology with deep reinforcement learning

arXiv: https://arxiv.org/abs/2402.05266 · HTML: https://mlsanity.com/paper/2402.05266/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL for robot navigation and UAV control, one of 15 directions in Deep reinforcement learning methods.
- Builds on 10 of its 26 references that are in the map.
- First posted on arXiv 7 Feb 2024.

## Placed in

- Deep reinforcement learning methods / [RL for robot navigation and UAV control](https://mlsanity.com/deeprl/rl-for-robot-navigation-and-uav-control/)

## Builds on (most cited first, 10 of 10)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Axiomatic Attribution for Deep Networks](https://mlsanity.com/paper/1703.01365/) (2017)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement Learning](https://mlsanity.com/paper/2006.11751/) (2020)
- [Predictive Coding: a Theoretical and Experimental Review](https://mlsanity.com/paper/2107.12979/) (2021)
- [Deep neuroethology of a virtual rodent](https://mlsanity.com/paper/1911.09451/) (2019)
- [Megaverse: Simulating Embodied Agents at One Million Experiences per Second](https://mlsanity.com/paper/2107.08170/) (2021)
- [A Unified Theory of Early Visual Representations from Retina to Cortex through Anatomically Constrained Deep CNNs](https://mlsanity.com/paper/1901.00945/) (2019)
- [ViZDoom: DRQN with Prioritized Experience Replay, Double-Q Learning, & Snapshot Ensembling](https://mlsanity.com/paper/1801.01000/) (2018)

## Abstract (arXiv)

Animal vision is thought to optimize various objectives from metabolic efficiency to discrimination performance, yet its ultimate objective is to facilitate the survival of the animal within its ecological niche. However, modeling animal behavior in complex environments has been challenging. To study how environments shape and constrain visual processing, we developed a deep reinforcement learning framework in which an agent moves through a 3-d environment that it perceives through a vision model, where its only goal is to survive. Within this framework we developed a foraging task where the agent must gather food that sustains it, and avoid food that harms it. We first established that the complexity of the vision model required for survival on this task scaled with the variety and visual complexity of the food in the environment. Moreover, we showed that a recurrent network architecture was necessary to fully exploit complex vision models on the most visually demanding tasks. Finally, we showed how different network architectures learned distinct representations of the environment and task, and lead the agent to exhibit distinct behavioural strategies. In summary, this paper lays the foundation for a computational approach to visual ecology, provides extensive benchmarks for future work, and demonstrates how representations and behaviour emerge from an agent's drive for survival.
