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arXiv research

A locally-built, LLM-digested index of recent arXiv papers in quant finance, geometry/topology, and statistical ML — keyword search served straight from SQLite on this machine.

168,742 papers · 148 categories

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1223 · Oct 201819922001200920172026
23 results for Montezuma's Revenge

We propose an expert-augmented actor-critic algorithm, which we evaluate on two environments with sparse rewards: Montezumas Revenge and a demanding maze from the ViZDoom suite. In the case of Montezumas Revenge, an agent trained with our method achieves very good results consistently scoring above 27,000 points (in ma…

2018-09-10abs ↗pdf ↗

We propose a new method for learning from a single demonstration to solve hard exploration tasks like the Atari game Montezuma's Revenge. Instead of imitating human demonstrations, as proposed in other recent works, our approach is to maximize rewards directly. Our agent is trained using off-the-shelf reinforcement lea…

2018-12-08abs ↗pdf ↗

A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, whic…

2019-01-30abs ↗pdf ↗

DeepSynth synthesizes automata to guide deep RL agents through sparse, non-Markovian rewards.

problem Training deep RL agents with sparse, non-Markovian rewards and unknown high-level objectives.
method Employing a novel algorithm for synthesizing compact automata to uncover sequential structure from trace data.
result Reduces the number of iterations required for policy synthesis by two orders of magnitude and improves scalability.

New method uses hindsight to make exploration robust in stochastic environments.

problem Exploration in sparse-reward or reward-free environments, especially in stochastic settings.
method Learn representations of the future that capture unpredictable aspects, using them to predict and reward only the predictable parts of the world.
result Improves exploration in Atari games and Montezuma's Revenge, robust to stochasticity.

We consider an agent's uncertainty about its environment and the problem of generalizing this uncertainty across observations. Specifically, we focus on the problem of exploration in non-tabular reinforcement learning. Drawing inspiration from the intrinsic motivation literature, we use density models to measure uncert…

2016-06-06abs ↗pdf ↗

We study how to effectively leverage expert feedback to learn sequential decision-making policies. We focus on problems with sparse rewards and long time horizons, which typically pose significant challenges in reinforcement learning. We propose an algorithmic framework, called hierarchical guidance, that leverages the…

2018-03-01abs ↗pdf ↗

Exploration is a difficult challenge in reinforcement learning and is of prime importance in sparse reward environments. However, many of the state of the art deep reinforcement learning algorithms, that rely on epsilon-greedy, fail on these environments. In such cases, empowerment can serve as an intrinsic reward sign…

2018-10-11abs ↗pdf ↗

We introduce an exploration bonus for deep reinforcement learning methods that is easy to implement and adds minimal overhead to the computation performed. The bonus is the error of a neural network predicting features of the observations given by a fixed randomly initialized neural network. We also introduce a method …

2018-10-30abs ↗pdf ↗

Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial condi…

2018-05-29abs ↗pdf ↗

Recent reinforcement learning (RL) approaches have shown strong performance in complex domains such as Atari games, but are often highly sample inefficient. A common approach to reduce interaction time with the environment is to use reward shaping, which involves carefully designing reward functions that provide the ag…

2019-03-05abs ↗pdf ↗

A reinforcement learning framework combining value function and tree search planner for strategic and tactical decisions.

problem Strategic and tactical decision-making in discrete environments.
method Combines value function and tree search planner, using uncertainty modeling and risk measurement.
result Improves performance and learning speed on hard exploration environments.

This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an a…

2018-11-05abs ↗pdf ↗

Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges that any algorithm needs to master in order to perform well on all games: process…

2018-05-29abs ↗pdf ↗

Abstract MDPs enable strategic exploration and fast reward transfer in complex environments.

problem Challenging to learn accurate MDPs for high-dimensional states.
method Learn an abstract MDP over low-dimensional coarse states, using an abstraction function.
result Achieves superhuman performance on Pitfall! and higher reward with fewer samples.

The paper proves the existence of boundary minimal hypersurfaces in compact manifolds with boundary.

problem Existence of boundary minimal hypersurfaces in compact manifolds with boundary.
method Min-max theory applied to local maximizers of width in conformal classes.
result Existence of a sequence of properly embedded equidistributed boundary minimal hypersurfaces.