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Highly Efficient Self-Adaptive Reward Shaping for Reinforcement Learning

ICLR 2025 · Reinforcement learning › Visual and representation RL · approach: Reward shaping for sparse rewards · 1 citations (OpenAlex)

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Proposes SASR, a self-adaptive reward shaping method that samples shaped rewards from Beta distributions parameterized by KDE/RFF-estimated success and failure state counts, evaluated with SAC on extremely sparse-reward MuJoCo, robotics and Atari tasks.

Problem

Extremely sparse rewards in RL make exploration slow; existing reward shaping methods either overlook state values (intrinsic novelty bonuses) or struggle early in training (value-based heuristics), and count-based shaping is hard in continuous, high-dimensional state spaces.

Approach

Derive shaped rewards from success rates of states computed from historical successful vs. failed trajectories, sampled from Beta distributions whose variance shrinks as data accumulates; KDE with random Fourier features efficiently estimates the success and failure counts in continuous spaces.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use SASR self-adaptive success-rate reward shaping with Beta sampling rather than the listed baselinesSAC · AntStand, AntFar, HumanStand, HumanKeep, RobotSlide, RobotPush, RobotPickPlace, Pitfall, Frogger, Solaris, Freeway, MountainCaraverage episodic return: 94.9$\pm$0.0 vs 90.5$\pm$1.7 (AntStand); 139.8$\pm$0.0 vs 115.7$\pm$0.0 (AntFar)Helped
Use SASR rather than DRND-onlineSAC · Montezumaaverage episodic return: 6737.9$\pm$0.0 vs 6828.5$\pm$0.0Hurt
Replace state-only reward with a state-action-pair reward (ablation)SASR · RobotReach and RobotPushaverage episodic return: 170.18$\pm$0.00 -> 151.95$\pm$5.74 (RobotReach); 167.14$\pm$0.00 -> 179.76$\pm$1.66 (RobotPush)Mixed
Omit Beta sampling and directly use the success rate (ablation)SASR · AntStandaverage episodic return: 94.92$\pm$0.00 -> 54.48 $\pm$ 1.29Hurt
Increase retention rate from φ=0.1 to φ=1 (ablation)SASR · AntStandaverage episodic return: 94.92$\pm$0.00 -> 45.71$\pm$7.57Hurt
Decrease retention rate from φ=0.1 to φ=0.01 (ablation)SASR · AntStandaverage episodic return: 94.92$\pm$0.00 -> 62.85$\pm$3.49Hurt
Reduce RFF feature dimension from M=1000 to M=50 (ablation)SASR · AntStandaverage episodic return: 94.92$\pm$0.00 -> 5.21$\pm$0.45Hurt
Increase RFF feature dimension from M=1000 to M=2000 (ablation)SASR · AntStandaverage episodic return: 94.92$\pm$0.00 -> 96.80$\pm$8.42No clear effect
Reduce shaped reward weight from λ=0.6 to λ=0.2 (ablation)SASR · AntStandaverage episodic return: 94.92$\pm$0.00 -> 35.71$\pm$0.92Hurt
Increase shaped reward weight from λ=0.6 to λ=1.0 (ablation)SASR · AntStandaverage episodic return: 94.92$\pm$0.00 -> 3.16$\pm$0.35Hurt
Reduce Gaussian kernel bandwidth from h=0.2 to h=0.01 (ablation)SASR · AntStandaverage episodic return: 94.92$\pm$0.00 -> 10.71$\pm$2.52Hurt
Increase Gaussian kernel bandwidth from h=0.2 to h=1 (ablation)SASR · AntStandaverage episodic return: 94.92$\pm$0.00 -> 17.74$\pm$2.53Hurt

Surprising findings

Limitations

Experimental setup

Datasets: MuJoCo tasks robotic tasks Atari games MountainCar

Benchmarks: AntStand AntFar HumanStand HumanKeep RobotReach RobotSlide RobotPush RobotPickPlace Pitfall Frogger Montezuma's Revenge Solaris

Metrics: average episodic return standard error sample efficiency training time peak memory

Baselines: DRND ReLara GFA-RFE ROSA ExploRS #Explo RND SAC TD3 PPO

Builds on: soft actor-critic random fourier features thompson sampling random network distillation

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