# VDSC: Enhancing Exploration Timing with Value Discrepancy and State Counts

arXiv: https://arxiv.org/abs/2403.17542 · HTML: https://mlsanity.com/paper/2403.17542/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Deep RL algorithms and representations, one of 15 directions in Deep reinforcement learning methods.
- Builds on 22 of its 34 references that are in the map.
- First posted on arXiv 26 Mar 2024.

## Placed in

- Deep reinforcement learning methods / [Deep RL algorithms and representations](https://mlsanity.com/deeprl/deep-rl-algorithms-and-representations/)

## Builds on (most cited first, 22 of 22)

- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Curiosity-driven Exploration by Self-supervised Prediction](https://mlsanity.com/paper/1705.05363/) (2017)
- [Exploration by Random Network Distillation](https://mlsanity.com/paper/1810.12894/) (2018)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [Dueling Network Architectures for Deep Reinforcement Learning](https://mlsanity.com/paper/1511.06581/) (2015)
- [Unifying Count-Based Exploration and Intrinsic Motivation](https://mlsanity.com/paper/1606.01868/) (2016)
- [Deep Exploration via Bootstrapped DQN](https://mlsanity.com/paper/1602.04621/) (2016)
- [Minimax Regret Bounds for Reinforcement Learning](https://mlsanity.com/paper/1703.05449/) (2017)
- [#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning](https://mlsanity.com/paper/1611.04717/) (2016)
- [Large-Scale Study of Curiosity-Driven Learning](https://mlsanity.com/paper/1808.04355/) (2018)
- [Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents](https://mlsanity.com/paper/1709.06009/) (2017)
- [Noisy Networks for Exploration](https://mlsanity.com/paper/1706.10295/) (2017)
- [Randomized Prior Functions for Deep Reinforcement Learning](https://mlsanity.com/paper/1806.03335/) (2018)
- [Go-Explore: a New Approach for Hard-Exploration Problems](https://mlsanity.com/paper/1901.10995/) (2019)
- [Deep Exploration via Randomized Value Functions](https://mlsanity.com/paper/1703.07608/) (2017)
- [Dopamine: A Research Framework for Deep Reinforcement Learning](https://mlsanity.com/paper/1812.06110/) (2018)
- [Fast active learning for pure exploration in reinforcement learning](https://mlsanity.com/paper/2007.13442/) (2020)
- [The Uncertainty Bellman Equation and Exploration](https://mlsanity.com/paper/1709.05380/) (2017)
- [Curiosity-Driven Experience Prioritization via Density Estimation](https://mlsanity.com/paper/1902.08039/) (2019)
- [When should agents explore?](https://mlsanity.com/paper/2108.11811/) (2021)
- [Posterior Sampling for Deep Reinforcement Learning](https://mlsanity.com/paper/2305.00477/) (2023)
- [Long-Term Visitation Value for Deep Exploration in Sparse Reward Reinforcement Learning](https://mlsanity.com/paper/2001.00119/) (2020)

## 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.
