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Bootstrapped Reward Shaping

AAAI 2025 · Reinforcement learning › Visual and representation RL · approach: Reward shaping for sparse rewards · 5 citations (OpenAlex)

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Proposes BSRS, a bootstrapped potential-based reward shaping method where the agent's current state-value estimate serves as the potential, with convergence proofs in tabular settings and gains on Atari (DQN) and Pendulum (TD3).

Problem

Sparse-reward RL needs many environment steps; PBRS speeds learning but requires a hand-designed task-specific potential, while the optimal-value potential is circular since it requires knowing the solution.

Approach

Use the agent's current estimate of the optimal state-value function, recomputed each training step, as the PBRS potential (Phi = eta * max_a Q), so shaping is adaptive and needs only a one-line change to value-based algorithms; a scalar shape-scale eta replaces the function-class search.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add BSRS using the current value estimate as the PBRS potentialDQN · Atari suite, 40 environmentsmedian human-normalized score: 45%→60%Helped
Add BSRS using the current value estimate as the PBRS potentialDQN · Atari suite, 40 environmentsperformance: 21/40 environments; more than 10%Helped
Add BSRS using the current value estimate as the PBRS potentialDQN · Atari suite, 40 environmentsperformance: 5/40 environments; over 100%Helped
Add BSRS using the current value estimate as the PBRS potentialDQN · Atari suite, 40 environmentsperformance: 6/40 environmentsMixed
Tune η to an intermediate value around 2 (ablation)BSRS with DQN · Atari suitemedian human-normalized score: η≈2Mixed
Use negative η (ablation)BSRS with DQN · Atari suiteperformance: η=10Hurt
Increase η beyond the tested intermediate optimum (ablation)BSRS with DQN · Atari suiteperformance: η≈2Hurt
Use the online network rather than the target network to calculate Φ (ablation)BSRS with DQN · Atari suiteperformanceHelped
Use the target network rather than the online network to calculate Φ (ablation)BSRS with DQN · Atari suiteperformanceHurt
Add BSRS to TD3, using the actor-sampled action to calculate the potentialTD3 · Pendulum-v1rewardHelped
Use negative η (ablation)BSRS with TD3 · Pendulum-v1performanceHurt
Add BSRS with an optimized ηTD3 · Hopper-v4performanceNo clear effect

Surprising findings

Limitations

Experimental setup

Datasets: Arcade Learning Environment (40 Atari games) Pendulum-v1 7x7 sparse-reward gridworld Hopper-v4 Humanoid-v4

Benchmarks: Arcade Learning Environment (40 games) Pendulum-v1 7x7 gridworld Hopper-v4 Humanoid-v4

Metrics: median human-normalized score steps to convergence episode reward

Baselines: DQN (eta=0) TD3 (eta=0)

Builds on: potential-based reward shaping DQN TD3 Dynamic PBRS

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