Curiosity-driven Exploration by Self-supervised Prediction
Authors: Deepak Pathak, Pulkit Agrawal, Alexei A. Efros, Trevor Darrell
AI-generated Key Points
- Using curiosity as an intrinsic reward signal for agents in environments with sparse or absent extrinsic rewards
- Defining curiosity as the error in an agent's ability to predict consequences of its actions in a visual feature space learned through a self-supervised inverse dynamics model
- Efficient exploration in high-dimensional continuous state spaces like images while disregarding irrelevant aspects of the environment
- Evaluation in two diverse environments: VizDoom and Super Mario Bros
- Sparse extrinsic reward: Curiosity enables the agent to reach goals with fewer interactions
- Exploration with no extrinsic reward: Curiosity drives more efficient exploration
- Generalization to unseen scenarios: Prior experience accelerates learning in novel environments
- Promising results in enhancing exploration and skill acquisition without relying heavily on external rewards
Abstract: In many real-world scenarios, rewards extrinsic to the agent are extremely sparse, or absent altogether. In such cases, curiosity can serve as an intrinsic reward signal to enable the agent to explore its environment and learn skills that might be useful later in its life. We formulate curiosity as the error in an agent's ability to predict the consequence of its own actions in a visual feature space learned by a self-supervised inverse dynamics model. Our formulation scales to high-dimensional continuous state spaces like images, bypasses the difficulties of directly predicting pixels, and, critically, ignores the aspects of the environment that cannot affect the agent. The proposed approach is evaluated in two environments: VizDoom and Super Mario Bros. Three broad settings are investigated: 1) sparse extrinsic reward, where curiosity allows for far fewer interactions with the environment to reach the goal; 2) exploration with no extrinsic reward, where curiosity pushes the agent to explore more efficiently; and 3) generalization to unseen scenarios (e.g. new levels of the same game) where the knowledge gained from earlier experience helps the agent explore new places much faster than starting from scratch. Demo video and code available at https://pathak22.github.io/noreward-rl/
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