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Random Latent Exploration for Deep Reinforcement Learning
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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
- On Atari (57 games), RLE's IQM human-normalized score exceeds PPO, and its probability of improvement over PPO, NoisyNet and RND has lower confidence bound above 0.5, while NoisyNet and RND have POI over PPO below 0.5.
- On IsaacGym (9 tasks), RLE's probability of improvement over PPO and RND has lower confidence bound above 0.5, and RLE is the only method with a statistically significant POI over PPO.
- In FourRoom reward-free exploration, RLE spreads state visitation across all four rooms while PPO visitation concentrates around the starting room.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add RLE exploration to PPO | PPO · Atari (57 games) | IQM human-normalized score | Helped |
| add RLE exploration to PPO | PPO · IsaacGym (9 tasks) | aggregate normalized return | Helped |
| add RLE exploration to PPO | PPO · FourRoom sparse-reward | average score: 0 -> 0.6 | Helped |
| change the latent-vector sampling distribution to Uniform([-0.5, 0.5]^d) or isotropic normal (ablation) | RLE · Atari and IsaacGym | performance | No clear effect |
| vary latent dimension to d=2, d=32, or d=128 instead of d=8 (ablation) | RLE · Atari (selected games) | performance | No clear effect |
| remove latent conditioning from the policy and value networks (ablation) | RLE · Atari Venture | performance | Hurt |
| use a shallower feature network for random reward features (ablation) | RLE · IsaacGym | IQM normalized score | No clear effect |
| replace state-dependent random rewards with white-noise rewards (ablation) | RLE · IsaacGym | performance | Hurt |
| use a completely randomly initialized network for the feature extractor (ablation) | RLE · Atari (subset of games) | performance | Hurt |
Surprising findings
- RND underperforms PPO on average across 57 Atari games in this implementation (POI below 0.5), which the authors attribute partly to using a CNN rather than an LSTM.
- RLE does not improve performance on Montezuma's Revenge, a hard-exploration game.
Limitations
- Evaluated only with on-policy PPO; off-policy extension (DQN, SAC) left to future work.
- Does not improve performance on the hard-exploration game Montezuma's Revenge.
- Gains are on average rather than uniform; evaluation limited to Atari, IsaacGym and a toy FourRoom environment, not real-world robotics.
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
Closest papers by meaning
- Generalization and Exploration via Randomized Value Functions (ICML 2016 · similarity 0.91)
- Exploring through Random Curiosity with General Value Functions (NeurIPS 2022 · similarity 0.89)
- Exploration and Anti-Exploration with Distributional Random Network Distillation (ICML 2024 · similarity 0.89)
- MaxInfoRL: Boosting exploration in reinforcement learning through information gain maximization (ICLR 2025 · similarity 0.88)
- The Effective Horizon Explains Deep RL Performance in Stochastic Environments (ICLR 2024 · similarity 0.88)
- Uncertainty-Aware Reward-Free Exploration with General Function Approximation (ICML 2024 · similarity 0.88)
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