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Efficient Exploration and Discriminative World Model Learning with an Object-Centric Abstraction

ICLR 2025 · Multi-agent systems and games › Human-AI and goal-conditioned · approach: Language-grounded reinforcement agents · 0 citations (OpenAlex)

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Proposes MEAD, a fully model-based method that learns a discriminative world model over an object-centric abstract MDP (Ab-MDP) of items and attributes, exploring with count-based MCTS and planning to goals with Dijkstra.

Problem

Hard exploration in RL with sparse rewards (2D crafting, MiniHack), where low-level pixel-based learning is sample-inefficient; the paper asks whether an object-centric item-attribute abstraction enables more efficient exploration and world-model learning.

Approach

Model the success probability of single item-attribute changes (discriminative world model) rather than a generative distribution over next abstract states, and explore with MCTS under a count-based intrinsic reward inside a learned abstract model, with goal planning via Dijkstra over negative-log success probabilities.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use a discriminative success-probability model instead of a generative next-state model (ablation)MEAD world-model learning · Expert-data planning experimentplanning performanceHelped
use count-based intrinsic reward with MCTS instead of random exploration (ablation)MEAD exploration · Freeze-Wandvalid object-attribute transitions discoveredHelped
use a parametric forward model instead of empirical count estimates (ablation)MEAD world-model learning · Model-learning comparisonsample efficiencyHelped
use k=16 rather than k=8 (ablation)MEAD · Ab-MDPperformanceNo clear effect
replace the hand-crafted object mapping with a supervised learned mapping (ablation)MEAD · Freeze-Hornplanning performanceNo clear effect
use PPO-learned low-level behaviour policies instead of the assumed behaviours (ablation)MEAD · MiniHack single-task environmentsperformanceNo clear effect
use two-item attribute changes instead of single-item changes (ablation)Discriminative planning · Adversarial crafting taskplanning optimalityHelped
pretrain on Freeze objects before the compositional task (ablation)MEAD · Compositional MiniHack environmentrewardMixed
transfer the sandbox-trained world model without task-specific reward pretrainingDreamer-v3 · MiniHack transfer environmentsperformanceHurt
transfer the sandbox-trained policyPPO · MiniHack transfer environmentsperformanceHurt
pretrain Dreamer-v3 with privileged reward information matching the downstream taskDreamer-v3 · MiniHack transfer environmentssample efficiencyHelped
use count-based MCTS exploration instead of random exploration (ablation)MEAD · World-model explorationgoal achievementHelped

Surprising findings

Limitations

Experimental setup

Datasets: MiniHack 2D crafting environments 100k random-policy transitions in MiniHack Freeze-Horn

Benchmarks: MiniHack 2D crafting

Metrics: episode reward vs low-level steps success probability zero-shot and few-shot transfer performance

Baselines: PPO Dreamer-v3 MuZero IMPALA RND ICM E3B

Builds on: Dreamer-v3 MuZero Options framework OO-MDP Factored MDP

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