VDSC: Enhancing Exploration Timing with Value Discrepancy and State Counts
Not on the map. Why?
Abstract (arXiv)
Despite the considerable attention given to the questions of textithow much and textithow to explore in deep reinforcement learning, the investigation into textitwhen to explore remains relatively less researched. While more sophisticated exploration strategies can excel in specific, often sparse reward environments, existing simpler approaches, such as ε-greedy, persist in outperforming them across a broader spectrum of domains. The appeal of these simpler strategies lies in their ease of implementation and generality across a wide range of domains. The downside is that these methods are essentially a blind switching mechanism, which completely disregards the agent's internal state. In this paper, we propose to leverage the agent's internal state to decide textitwhen to explore, addressing the shortcomings of blind switching mechanisms. We present Value Discrepancy and State Counts through homeostasis (VDSC), a novel approach for efficient exploration timing. Experimental results on the Atari suite demonstrate the superiority of our strategy over traditional methods such as ε-greedy and Boltzmann, as well as more sophisticated techniques like Noisy Nets.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 22 of its 34 references that are in the map. First posted on arXiv 26 Mar 2024.
Builds on
22 of 34 references.
References · 22
- 2018Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actorcited by 4,635
- 2017Curiosity-driven Exploration by Self-supervised Predictioncited by 1,173
- 2018Exploration by Random Network Distillationcited by 966
- 2017Rainbow: Combining Improvements in Deep Reinforcement Learningcited by 774
- 2015Dueling Network Architectures for Deep Reinforcement Learningcited by 769
- 2016Unifying Count-Based Exploration and Intrinsic Motivationcited by 632
- 2016Deep Exploration via Bootstrapped DQNcited by 518
- 2017Minimax Regret Bounds for Reinforcement Learningcited by 500
- 2016#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learningcited by 307
- 2018Large-Scale Study of Curiosity-Driven Learningcited by 277
- 2017Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agentscited by 267
- 2017Noisy Networks for Explorationcited by 262
10 more
- 2018Randomized Prior Functions for Deep Reinforcement Learningcited by 218
- 2019Go-Explore: a New Approach for Hard-Exploration Problemscited by 207
- 2017Deep Exploration via Randomized Value Functionscited by 155
- 2018Dopamine: A Research Framework for Deep Reinforcement Learningcited by 121
- 2020Fast active learning for pure exploration in reinforcement learningcited by 92
- 2017The Uncertainty Bellman Equation and Explorationcited by 81
- 2019Curiosity-Driven Experience Prioritization via Density Estimationcited by 27
- 2021When should agents explore?cited by 20
- 2023Posterior Sampling for Deep Reinforcement Learningcited by 16
- 2020Long-Term Visitation Value for Deep Exploration in Sparse Reward Reinforcement Learningcited by 5
Built on by
Not cited yet.