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Catching Two Birds with One Stone: Reward Shaping with Dual Random Networks for Balancing Exploration and Exploitation
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Proposes DuRND, a reward-shaping framework using two random network distillation modules (positive and negative) to jointly produce a novelty reward and a contribution reward for PPO in sparse-reward RL.
Problem
Sparse-reward reinforcement learning where novelty bonuses cause distraction from task objectives while hidden-state value shaping lacks early exploration; balancing exploration and exploitation.
Approach
Two lightweight RND modules are trained on states preceding environmental-reward anchor states (positive) versus all other states (negative); their prediction errors combine into a novelty reward (sum of errors) and a contribution reward (negative-module error normalized by total error, i.e., estimated probability of being positive), shaping PPO's rewards.
Key results
- DuRND-adp reaches 6654.04 on MontezumaRevenge vs 5459.01 for NGU and 1337.34 for RND (100-episode test returns).
- DuRND-adp achieves 113.15 on Pitfall and 42.63 on Solaris, outperforming the best baseline on most of the twelve tasks in Table 1.
- Memory consumption of baselines such as ExploRS and ROSA is roughly 10-11x that of DuRND, while RND is about 0.9x and PPO about 0.8x.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use DuRND-adp instead of the strongest baseline | PPO · MontezumaRevenge | average episodic return: 5459.01±0.08 -> 6654.04±5.26 | Helped |
| Use DuRND-adp instead of the strongest baseline | PPO · Pitfall | average episodic return: 95.40±0.03 -> 113.15±0.03 | Helped |
| Use DuRND-adp instead of the strongest baseline | PPO · Frogger | average episodic return: 14.80±0.00 -> 14.82±0.00 | Helped |
| Use DuRND-adp instead of the strongest baseline | PPO · Freeway | average episodic return: 24.94±0.00 -> 25.53±0.00 | Helped |
| Use DuRND-adp instead of the strongest baseline | PPO · Solaris | average episodic return: 33.74±0.00 -> 42.63±0.00 | Helped |
| Use DuRND-adp instead of the strongest baseline | PPO · BeamRider | average episodic return: 29.21±0.02 -> 34.13±0.01 | Helped |
| Use DuRND-adp instead of the strongest baseline | PPO · DefendLine | average episodic return: 10.22±0.00 -> 11.03±0.00 | Helped |
| Use DuRND-adp instead of the strongest baseline | PPO · SaveCenter | average episodic return: 11.87±0.00 -> 14.01±0.00 | Helped |
| Use DuRND-adp instead of the strongest baseline | PPO · CollectKit | average episodic return: 35.53±0.00 -> 37.34±0.01 | Helped |
| Use DuRND-adp instead of the strongest baseline | PPO · SlayGhosts | average episodic return: 17.29±0.01 -> 18.29±0.00 | Helped |
| Use DuRND-adp instead of the strongest baseline | PPO · ThreeRooms | average episodic return: 0.99±0.00 -> 0.97±0.00 | No clear effect |
| Use DuRND-adp instead of the strongest baseline | PPO · TMaze | average episodic return: 1.00±0.00 -> 1.00±0.00 | No clear effect |
Surprising findings
- Vanilla RND is markedly weaker than DuRND on most tasks, and using only the novelty term of DuRND still outperforms vanilla RND.
Limitations
- Relies on environmental sparse rewards to label positive and negative states, so limited for dense-reward tasks.
- Positive sequence length T_pos is set by fixed or linear-schedule heuristics rather than adapted automatically to reward sparsity.
Experimental setup
Datasets: MontezumaRevenge Pitfall Frogger Freeway Solaris BeamRider DefendLine SaveCenter CollectKit SlayGhosts ThreeRooms TMaze
Benchmarks: MontezumaRevenge Pitfall Frogger Freeway Solaris BeamRider DefendLine SaveCenter CollectKit SlayGhosts ThreeRooms TMaze
Metrics: average episodic return standard error memory consumption relative to DuRND
Baselines: ExploRS NGU DEIR RND #Explo ReLara ROSA SORS PPO
Builds on: Random Network Distillation PPO RLeXplore ReLara
Closest papers by meaning
- Highly Efficient Self-Adaptive Reward Shaping for Reinforcement Learning (ICLR 2025 · similarity 0.89)
- Reward Shaping for Reinforcement Learning with An Assistant Reward Agent (ICML 2024 · similarity 0.88)
- Action-Dependent Optimality-Preserving Reward Shaping (ICML 2025 · similarity 0.88)
- DISCOVER: Automated Curricula for Sparse-Reward Reinforcement Learning (NeurIPS 2025 · similarity 0.87)
- Exploration and Anti-Exploration with Distributional Random Network Distillation (ICML 2024 · similarity 0.87)
- ORSO: Accelerating Reward Design via Online Reward Selection and Policy Optimization (ICLR 2025 · similarity 0.86)
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