text: Achieving efficient and scalable exploration in complex domains poses a major challenge in reinforcement learning. While Bayesian and PAC-MDP approaches to the exploration problem offer strong formal guarantees, they are often impractical in higher dimensions due to their reliance on enumerating the state-action space. Hence, exploration in complex domains is often performed with simple epsilon-greedy methods. In this paper, we consider the challenging Atari games domain, which requires processing raw pixel inputs and delayed rewards. We evaluate several more sophisticated exploration strategies, including Thompson sampling and Boltzman exploration, and propose a new exploration method based on assigning exploration bonuses from a concurrently learned model of the system dynamics. By parameterizing our learned model with a neural network, we are able to develop a scalable and efficient approach to exploration bonuses that can be applied to tasks with complex, high-dimensional state spaces. In the Atari domain, our method provides the most consistent improvement across a range of games that pose a major challenge for prior methods. In addition to raw game-scores, we also develop an AUC-100 metric for the Atari Learning domain to evaluate the impact of exploration on this benchmark.
  @cite_18: Formal exploration approaches in model-based reinforcement learning estimate the accuracy of the currently learned model without consideration of the empirical prediction error. For example, PAC-MDP approaches such as R-MAX base their model certainty on the amount of collected data, while Bayesian approaches assume a prior over the transition dynamics. We propose extensions to such approaches which drive exploration solely based on empirical estimates of the learner's accuracy and learning progress. We provide a "sanity check" theoretical analysis, discussing the behavior of our extensions in the standard stationary finite state-action case. We then provide experimental studies demonstrating the robustness of these exploration measures in cases of non-stationary environments or where original approaches are misled by wrong domain assumptions.
  @cite_8: 
  @cite_21: R-MAX is a very simple model-based reinforcement learning algorithm which can attain near-optimal average reward in polynomial time. In R-MAX, the agent always maintains a complete, but possibly inaccurate model of its environment and acts based on the optimal policy derived from this model. The model is initialized in an optimistic fashion: all actions in all states return the maximal possible reward (hence the name). During execution, it is updated based on the agent's observations. R-MAX improves upon several previous algorithms: (1) It is simpler and more general than Kearns and Singh's E3 algorithm, covering zero-sum stochastic games. (2) It has a built-in mechanism for resolving the exploration vs. exploitation dilemma. (3) It formally justifies the optimism under uncertainty'' bias used in many RL algorithms. (4) It is simpler, more general, and more efficient than Brafman and Tennenholtz's LSG algorithm for learning in single controller stochastic games. (5) It generalizes the algorithm by Monderer and Tennenholtz for learning in repeated games. (6) It is the only algorithm for learning in repeated games, to date, which is provably efficient, considerably improving and simplifying previous algorithms by Banos and by Megiddo.
  @cite_6: 
  @cite_3: We consider reinforcement learning in partially observable domains where the agent can query an expert for demonstrations. Our nonparametric Bayesian approach combines model knowledge, inferred from expert information and independent exploration, with policy knowledge inferred from expert trajectories. We introduce priors that bias the agent towards models with both simple representations and simple policies, resulting in improved policy and model learning.
  @cite_24: We present new algorithms for reinforcement learning and prove that they have polynomial bounds on the resources required to achieve near-optimal return in general Markov decision processes. After observing that the number of actions required to approach the optimal return is lower bounded by the mixing time T of the optimal policy (in the undiscounted case) or by the horizon time T (in the discounted case), we then give algorithms requiring a number of actions and total computation time that are only polynomial in T and the number of states and actions, for both the undiscounted and discounted cases. An interesting aspect of our algorithms is their explicit handling of the Exploration-Exploitation trade-off.
  @cite_2: 
  @cite_5: A fundamental problem in reinforcement learning is balancing exploration and exploitation. We address this problem in the context of model-based reinforcement learning in large stochastic relational domains by developing relational extensions of the concepts of the E3 and R-MAX algorithms. Efficient exploration in exponentially large state spaces needs to exploit the generalization of the learned model: what in a propositional setting would be considered a novel situation and worth exploration may in the relational setting be a well-known context in which exploitation is promising. To address this we introduce relational count functions which generalize the classical notion of state and action visitation counts. We provide guarantees on the exploration efficiency of our framework using count functions under the assumption that we had a relational KWIK learner and a near-optimal planner. We propose a concrete exploration algorithm which integrates a practically efficient probabilistic rule learner and a relational planner (for which there are no guarantees, however) and employs the contexts of learned relational rules as features to model the novelty of states and actions. Our results in noisy 3D simulated robot manipulation problems and in domains of the international planning competition demonstrate that our approach is more effective than existing propositional and factored exploration techniques.
  @cite_16: 
  @cite_20: 
  @cite_11: The explore exploit dilemma is one of the central challenges in Reinforcement Learning (RL). Bayesian RL solves the dilemma by providing the agent with information in the form of a prior distribution over environments; however, full Bayesian planning is intractable. Planning with the mean MDP is a common myopic approximation of Bayesian planning. We derive a novel reward bonus that is a function of the posterior distribution over environments, which, when added to the reward in planning with the mean MDP, results in an agent which explores efficiently and effectively. Although our method is similar to existing methods when given an uninformative or unstructured prior, unlike existing methods, our method can exploit structured priors. We prove that our method results in a polynomial sample complexity and empirically demonstrate its advantages in a structured exploration task.
summary: Exploration is an intensely studied area of reinforcement learning. Many of the pioneering algorithms in this area, such as @math @cite_21 and @math @cite_16 , achieve efficient exploration that scales polynomially with the number of parameters in the agent's state space (see also @cite_20 @cite_6 ). However, as the size of state spaces increases, these methods quickly become intractable. A number of prior methods also examine various techniques for using models and prediction to incentivize exploration @cite_11 @cite_18 @cite_24 @cite_2 . However, such methods typically operate directly on the transition matrix of a discrete MDP, and do not provide for a straightforward extension to very large or continuous spaces, where function approximation is required. A number of prior methods have also been proposed to incorporate domain-specific factors to improve exploration. Doshi- @cite_3 proposed incorporating priors into policy optimization, while @cite_5 developed a method specific to relational domains. Finally, have developed a curiosity driven approach to exploration which uses model predictors to aid in control @cite_8 .