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Unifying Count-Based Exploration and Intrinsic Motivation

NeurIPS 2016 · Reinforcement learning › Visual and representation RL · approach: Novelty and impact-driven exploration

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add a pseudo-count exploration bonus to Double DQNDouble DQN · Montezuma's Revengerooms visited after 50 million frames: two -> 15Helped
Add a pseudo-count exploration bonus to Double DQNDouble DQN · Montezuma's Revengeaverage score at 50 million frames: 2461Helped
Add a pseudo-count exploration bonus to Double DQNDouble DQN · Montezuma's Revengeaverage score at 100 million frames: 3439Helped
Add a pseudo-count exploration bonus to A3CA3C · Atari 2600, 60 gamesgames failing to score 50% better than random: 15 -> 10Helped
Add a pseudo-count exploration bonus to A3CA3C · Atari 2600, 60 gamesmedian performanceHelped
Remove Monte Carlo return mixing from the Double DQN target (ablation)Pseudo-count DQN · Montezuma's RevengeperformanceHurt
Use a life-loss signal instead of treating play as continuous episodesA3C+ · Montezuma's Revenge, stochastic settingaverage score after 200 million frames: 1127.05 -> 142.50Hurt
Use a life-loss signal instead of treating play as continuous episodesA3C+ · Montezuma's Revenge, deterministic settingaverage score after 200 million frames: 273.70 -> 273.70No clear effect
Use optimistic initialization instead of pseudo-count bonusesDQN · Atari 2600 hard gamestraining scoreMixed
Add a pseudo-count exploration bonusDouble DQN · Atari 2600 hard games, especially Montezuma's Revenge and Venturetraining scoreHelped

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