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Reward-Aware Proto-Representations in Reinforcement Learning

NeurIPS 2025 · Reinforcement learning › Visual and representation RL · approach: Successor features for transfer · 0 citations (OpenAlex)

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Develops theory and algorithms (DP, TD, default features) for the reward-aware default representation (DR) and evaluates it against the successor representation in reward shaping, option discovery, count-based exploration, and transfer.

Problem

The successor representation is reward-agnostic, and the default representation (a reward-aware proto-representation from linearly solvable MDPs) has limited theoretical development, no efficient incremental learning algorithms, no function-approximation extension, and little analysis of its eigenve

Approach

Derives DP and TD learning rules for the default representation, shows it spans the same space as the SR under constant rewards with a closed-form eigenvalue relation, extends it to state-action rewards, and defines default features (DFs) that allow transfer when terminal rewards change without access to dynamics.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use the DR norm as the count-based exploration bonus instead of the SR normSarsa exploration · RiverSwimtotal undiscounted return: 1,206 (566) -> 2,964 (252)Helped
Use the DR norm as the count-based exploration bonus instead of no representation bonusSarsa exploration · RiverSwimtotal undiscounted return: 25 (0.8) -> 2,964 (252)Helped
Use the DR norm as the count-based exploration bonus instead of the SR normSarsa exploration · SixArmstotal undiscounted return: 1,066 (2,708) -> 3,518 (4,571)Mixed
Use potential-based shaping with the DR top eigenvector instead of SR-based shapingQ-learning · Environments with low-reward regionsundiscounted returnHelped
Use RACE with the DR instead of CEO with the SROnline eigenoption discovery · Environments with low-reward regionsaverage reward per time stepHelped
Use RACE with the DR instead of CEO with the SROnline eigenoption discovery · Environments with low-reward regionsstate visitation percentageHurt
Combine RACE rather than CEO with Q-learningQ-learning with online eigenoption discovery · Environments with low-reward regionsundiscounted returnHelped
Use the DR instead of the SR for reward shapingQ-learning · Environments without low-reward regionsundiscounted returnNo clear effect

Surprising findings

Limitations

Experimental setup

Datasets: grid task four rooms grid room grid maze RiverSwim SixArms

Benchmarks: RiverSwim SixArms four rooms with multiple goals grid environments

Metrics: undiscounted return percentage of states visited average reward per time step cumulative return across terminal reward configurations

Baselines: SR-pot SR-prior no shaping CEO random walk Sarsa successor features Q-learning

Builds on: successor representation linearly solvable MDPs covering eigenoptions successor features Q-learning

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