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Random Latent Exploration for Deep Reinforcement Learning

ICML 2024 · Reinforcement learning › Visual and representation RL · approach: Novelty and impact-driven exploration · 0 citations (OpenAlex)

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Proposes Random Latent Exploration (RLE), which adds a latent-conditioned random reward (dot product of state features and a sampled latent vector) to PPO so policy and value networks condition on the latent, achieving deep exploration without bonus networks.

Problem

Deep RL exploration in high-dimensional state spaces: noise-based exploration (action noise) produces local perturbations that fail on deep-exploration tasks, while bonus-based methods add extra networks and are complex and unstable; no single family consistently wins across tasks.

Approach

Perturb the task reward with a random state-dependent reward F(s,z)=phi(s)·z, resampling latent z per trajectory, and condition the policy and value function on z (UVFA-style) so the random reward is observable; the feature extractor phi is a slowly updated copy of the value network backbone, so no bonus-prediction ensemble is needed.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
add RLE exploration to PPOPPO · Atari (57 games)IQM human-normalized scoreHelped
add RLE exploration to PPOPPO · IsaacGym (9 tasks)aggregate normalized returnHelped
add RLE exploration to PPOPPO · FourRoom sparse-rewardaverage score: 0 -> 0.6Helped
change the latent-vector sampling distribution to Uniform([-0.5, 0.5]^d) or isotropic normal (ablation)RLE · Atari and IsaacGymperformanceNo clear effect
vary latent dimension to d=2, d=32, or d=128 instead of d=8 (ablation)RLE · Atari (selected games)performanceNo clear effect
remove latent conditioning from the policy and value networks (ablation)RLE · Atari VentureperformanceHurt
use a shallower feature network for random reward features (ablation)RLE · IsaacGymIQM normalized scoreNo clear effect
replace state-dependent random rewards with white-noise rewards (ablation)RLE · IsaacGymperformanceHurt
use a completely randomly initialized network for the feature extractor (ablation)RLE · Atari (subset of games)performanceHurt

Surprising findings

Limitations

Experimental setup

Datasets: Atari 57 games IsaacGym 9 tasks FourRoom gridworld

Benchmarks: Atari (57 games) IsaacGym (9 tasks) FourRoom

Metrics: interquartile mean of human-normalized score probability of improvement capped human normalized score PPO-normalized score state visitation counts

Baselines: PPO NoisyNet RND PPO with reward normalization

Builds on: PPO UVFA RND NoisyNet

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