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Improving Intrinsic Exploration by Creating Stationary Objectives
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Proposes SOFE, which augments the agent's state with sufficient statistics of count-based, pseudo-count (E3B), and state-entropy exploration bonuses so the intrinsic rewards become stationary functions of the state.
Problem
Exploration bonuses such as count-based rewards, pseudo-counts, and state-entropy maximization are non-stationary because their sufficient statistics change during training, making the induced POMDP hard to optimize with Markovian policies.
Approach
Augment observations with the sufficient statistics of the intrinsic reward (state-visitation counts, the E3B ellipsoid matrix, or the Gaussian mean/variance for S-Max), turning the bonus into a stationary deterministic function of the augmented state and allowing standard RL agents to optimize it end-to-end.
Key results
- On DeepSea 30, SOFE-DQN reaches 0.42 ± 0.33 versus 0.10 ± 0.10 for DeRL-DQN, and SOFE-DQN is best on DeepSea 20, 24 and 30.
- SOFE enables PPO, PPO+LSTM and A2C to reach near-optimal goal-reaching performance in Maze 2 where vanilla count-based bonuses do not.
- SOFE improves E3B on Procgen-Maze, where E3B only consistently reaches goals when using SOFE.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| augment DQN with SOFE state statistics instead of using DeRL | DQN · DeepSea 20, DeepSea 24, DeepSea 30 | average performance: 0.40 ± 0.08 -> 0.70 ± 0.28; 0.53 ± 0.27 -> 0.65 ± 0.26; 0.10 ± 0.10 -> 0.42 ± 0.33 | Helped |
| augment DQN with SOFE state statistics instead of using DeRL | DQN · DeepSea 10, DeepSea 14 | average performance: 0.98 ± 0.09 -> 0.97 ± 0.29; 0.95 ± 0.17 -> 0.78 ± 0.21 | Hurt |
| augment A2C with SOFE state statistics instead of using DeRL | A2C · DeepSea 10, DeepSea 14, DeepSea 20, DeepSea 24, DeepSea 30 | average performance: 0.98 ± 0.10 -> 0.94 ± 0.19; 0.65 ± 0.23 -> 0.45 ± 0.31; 0.42 ± 0.16 -> 0.11 ± 0.25; 0.07 ± 0.10 -> 0.08 ± 0.14; 0.09 ± 0 | Hurt |
| augment PPO with SOFE state statistics instead of using DeRL | PPO · DeepSea 10, DeepSea 14, DeepSea 20, DeepSea 24, DeepSea 30 | average performance: 0.61 ± 0.20 -> 0.77 ± 0.29; 0.92 ± 0.18 -> 0.67 ± 0.33; -0.01 ± 0.01 -> 0.13 ± 0.09; 0.63 ± 0.27 -> 0.07 ± 0.15; -0.01 ± | Mixed |
| augment count-based rewards with SOFE state statistics | count-based exploration · reward-free mazes | map coverage | Helped |
| augment count-based rewards with SOFE state statistics | SAC · Godot 3D map | map coverage | Helped |
| augment the state-entropy objective with SOFE statistics | S-Max · Maze 2 | episodic map coverage | Helped |
| augment count-based rewards with SOFE state statistics | PPO, PPO-LSTM, and A2C · Maze 2 sparse-reward goal task | extrinsic reward | Helped |
| augment E3B with SOFE state statistics | E3B · MiniHack-MultiRoom-N6-v0 | extrinsic reward | Helped |
| augment E3B with SOFE state statistics | E3B · Procgen-Maze | extrinsic reward | Helped |
| augment E3B with SOFE state statistics | E3B · Habitat HM3D held-out scenes | map coverage | Helped |
Surprising findings
- On DeepSea, the simpler SOFE-A2C and SOFE-PPO are not uniformly better than DeRL; DeRL-A2C and DeRL-DQN match or beat SOFE on DeepSea 10 and 14.
Limitations
- Sufficient statistics are only exact in finite or grid environments; for pixel inputs, approximations (e.g. E3B ellipsoid as image) are needed.
- Gains are not uniform across all settings; DeRL matches or beats SOFE in some DeepSea variants.
Experimental setup
Datasets: HM3D MiniHack MultiRoom-N6 Procgen-Maze DeepSea Godot 3D map
Benchmarks: MiniHack MultiRoom-N6 Procgen-Maze DeepSea HM3D Godot 3D map 3 custom 32x32 mazes
Metrics: map coverage interquantile mean of extrinsic reward average return
Baselines: vanilla count-based bonus S-Max DeRL E3B ICM RND
Builds on: E3B DeRL count-based exploration IMPALA
Closest papers by meaning
- Rethinking Exploration in Reinforcement Learning with Effective Metric-Based Exploration Bonus (NeurIPS 2024 · similarity 0.88)
- CIG: Exploration via Conditional Information Gain (NeurIPS 2026 · similarity 0.87)
- Individual Contributions as Intrinsic Exploration Scaffolds for Multi-agent Reinforcement Learning (ICML 2024 · similarity 0.87)
- MaxInfoRL: Boosting exploration in reinforcement learning through information gain maximization (ICLR 2025 · similarity 0.87)
- Random Latent Exploration for Deep Reinforcement Learning (ICML 2024 · similarity 0.86)
- DISCOVER: Automated Curricula for Sparse-Reward Reinforcement Learning (NeurIPS 2025 · similarity 0.86)
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