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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.

168,657 papers · 148 categories

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1223 · Jul 201919922001200920172026
32 results for hard-exploration

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 ↗

APT-Gen generates tasks to help RL learn in hard problems.

problem Learning in hard exploration problems.
method APT-Gen uses a task generator to create tasks from a parameterized space, balancing performance and similarity to target tasks.
result APT-Gen outperforms baselines in grid world and robotic manipulation tasks.

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 ↗

This paper proposes Self-Imitation Learning (SIL), a simple off-policy actor-critic algorithm that learns to reproduce the agent's past good decisions. This algorithm is designed to verify our hypothesis that exploiting past good experiences can indirectly drive deep exploration. Our empirical results show that SIL sig…

2018-06-14abs ↗pdf ↗

We propose a reinforcement learning agent to solve hard exploration games by learning a range of directed exploratory policies. We construct an episodic memory-based intrinsic reward using k-nearest neighbors over the agent's recent experience to train the directed exploratory policies, thereby encouraging the agent to…

2020-02-14abs ↗pdf ↗

Curriculum learning speeds up agent learning in Minecraft, a complex visual domain.

problem Training agents to learn multiple tasks in a complex, visual domain.
method Learning-progress based curriculum and dynamic exploration bonuses.
result Curriculum learning improves agent performance in a complex reinforcement learning problem.

Researchers improved Minecraft game performance using imitation learning.

problem Achieving state-of-the-art performance in immersive environments like Minecraft.
method Applied imitation learning to Minecraft, optimizing network architecture, loss function, and data augmentation.
result Reported stronger results than previous experiments, reaching second place in a competition.

We study the exploration problem in episodic MDPs with rich observations generated from a small number of latent states. Under certain identifiability assumptions, we demonstrate how to estimate a mapping from the observations to latent states inductively through a sequence of regression and clustering steps -- where p…

2019-01-25abs ↗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 ↗

HyperAgent improves RL exploration in large-scale problems.

problem Efficient exploration in large-scale reinforcement learning problems.
method Hypermodel framework for incremental posterior approximation without conjugacy.
result HyperAgent achieves logarithmic per-step computational complexity and sublinear regret.

Novelty search in low-dimensional space improves sample efficiency in exploration tasks.

problem Efficient exploration in complex environments with sparse rewards.
method Combines model-based and model-free objectives to learn a low-dimensional representation. Uses intrinsic novelty rewards based on nearest neighbor distances in this space.
result Our approach achieves more sample-efficient exploration compared to strong baselines on various tasks.

We propose a reinforcement learning framework for discrete environments in which an agent makes both strategic and tactical decisions. The former manifests itself through the use of value function, while the latter is powered by a tree search planner. These tools complement each other. The planning module performs a lo…

2019-12-19abs ↗pdf ↗

Hyper addresses the hyperparameter tuning challenge in RL, improving exploration efficiency and robustness.

problem Hyperparameter tuning is a significant challenge in RL, especially for curiosity-based exploration methods.
method Hyper robustly explores by effectively regularizing exploration visits and decoupling exploitation.
result Hyper is provably efficient and robust in various RL environments.

We consider the generic approach of using an experience memory to help exploration by adapting a restart distribution. That is, given the capacity to reset the state with those corresponding to the agent's past observations, we help exploration by promoting faster state-space coverage via restarting the agent from a mo…

2018-11-27abs ↗pdf ↗

An agent learning through interactions should balance its action selection process between probing the environment to discover new rewards and using the information acquired in the past to adopt useful behaviour. This trade-off is usually obtained by perturbing either the agent's actions (e.g., e-greedy or Gibbs sampli…

2019-07-01abs ↗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 ↗

AGAC uses an adversary to enhance exploration in complex tasks.

problem Sample inefficiency in complex environments, especially in tasks requiring efficient exploration.
method Integrates an adversary into the actor-critic framework to encourage innovative exploration strategies.
result AGAC leads to more exhaustive exploration and outperforms state-of-the-art methods.

PBCS combines RL and motion planning for better exploration.

problem RL algorithms struggle with versatile exploration in complex environments.
method PBCS uses motion planning to find a good trajectory, then trains RL on a curriculum derived from it.
result PBCS outperforms state-of-the-art RL algorithms in 2D maze environments.

Optimistic initialisation is an effective strategy for efficient exploration in reinforcement learning (RL). In the tabular case, all provably efficient model-free algorithms rely on it. However, model-free deep RL algorithms do not use optimistic initialisation despite taking inspiration from these provably efficient …

2020-02-26abs ↗pdf ↗

A major challenge in reinforcement learning is exploration, when local dithering methods such as epsilon-greedy sampling are insufficient to solve a given task. Many recent methods have proposed to intrinsically motivate an agent to seek novel states, driving the agent to discover improved reward. However, while state-…

2019-06-19abs ↗pdf ↗

Proposes a method to enhance exploration in RL using temporal difference uncertainties.

problem Challenges in estimating uncertainty in non-tabular reinforcement learning settings.
method Estimates uncertainty over value function using temporal difference errors and incorporates it as an intrinsic reward.
result Demonstrates improved exploration in various tasks, including Deep Sea and Atari 2600 environments.

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.