Cited by 1,815Reinforcement Learning in RoboticsArtificial Intelligence in GamesPsychiatry, Mental Health, Neuroscience

Curiosity-Driven Exploration by Self-Supervised Prediction

Open access
Pathak, Deepak, Agrawal, Pulkit, Efros, Alexei A., Darrell, Trevor·2017·2017 IEEE Conference on Computer Vision and Pattern Recognition Workshops (CVPRW)

Abstract

In many real-world scenarios, rewards extrinsic to the agent are extremely sparse, or absent altogether. In such cases, curiosity can serve as an intrinsic reward signal to enable the agent to explore its environment and learn skills that might be useful later in its life. We formulate curiosity as the error in an agent's ability to predict the consequence of its own actions in a visual feature space learned by a self-supervised inverse dynamics model. Our formulation scales to high-dimensional continuous state spaces like images, bypasses the difficulties of directly predicting pixels, and, critically, ignores the aspects of the environment that cannot affect the agent. The proposed approach is evaluated in two environments: VizDoom and Super Mario Bros. Three broad settings are investigated: 1) sparse extrinsic reward; 2) exploration with no extrinsic reward; and 3) generalization to unseen scenarios (e.g. new levels of the same game).

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Crossref · 10.1109/cvprw.2017.70

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  • After training ICM on previous trajectories, it has better prediction towards transitions that exist in the given trajectories and worse prediction towards transitions that do not exist.

    “At the end of the training, we have an ICM model that has a better prediction towards the transitions that exist in the given trajectories and a worse prediction towards the transitions that do not exist.”

    From Playtesting: What is Beyond Personas (2023) · cites this paper as [14]

    Section 2.2 describes training ICM’s forward model on transitions the agent experiences, minimizing its prediction error. It does not establish that, after training, ICM predicts every transition in those trajectories better than transitions absent from them; the paper also discusses generalization to novel scenarios in Section 4.3. No page numbers are available in our copy. (LLM, conf=0.84)

    Experimental — accuracy not yet measured
  • Modern exploration algorithms entice exploration logically, unlike traditional epsilon-greedy where exploration is achieved through randomness.

    “Compared to the traditional exploration methods such as ϵ -greedy, where exploration is achieved through randomness, these modern algorithms entice exploration logically.”

    From Playtesting: What is Beyond Personas (2023) · cites this paper as [14]

  • Some portion of the game may be strict, offering no alternative paths such as Super Mario Bros.

    “The second drawback is that some portion of the game may be strict, offering no alternative paths such as Super Mario Bros. [14].”

    From Playtesting: What is Beyond Personas (2023) · cites this paper as [14]

  • A high ontology error marks objects and contexts the current types do not yet explain, so the goal-directed agent probes them and the synthesizer refines a type or adds a context feature.

    “A high η i t marks objects and contexts the current types do not yet explain, so the goal-directed agent probes them and the synthesizer refines a type or adds a context feature, in line with exploring to reduce model uncertainty [Schmidhuber, 2010, Pathak et al., 2017, Houthooft et al., 2016].”

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Cites

Flagged first, then by citations

Research works printed but not linked: 9

  1. Bellemare, Marc, Srinivasan, Sriram, Ostrovski, Georg, Schaul, Tom, Saxton, David, and Munos, Remi. Uni- fying count-based exploration and intrinsic motivation. In NIPS, 2016.
  2. Brafman, Ronen I and Tennenholtz, Moshe. R-max-a gen- eral polynomial time algorithm for near-optimal rein- forcement learning. JMLR, 2002.
  3. Doersch, Carl, Gupta, Abhinav, and Efros, Alexei A. Un- supervised visual representation learning by context pre- diction. In ICCV, 2015.
  4. Houthooft, Rein, Chen, Xi, Duan, Yan, Schulman, John, De Turck, Filip, and Abbeel, Pieter. Vime: Variational information maximizing exploration. In NIPS, 2016.
  5. Kearns, Michael and Koller, Daphne. Efficient reinforce- ment learning in factored mdps. In IJCAI, 1999.
  6. Mirowski, Piotr, Pascanu, Razvan, Viola, Fabio, Soyer, Hubert, Ballard, Andy, Banino, Andrea, Denil, Misha, Goroshin, Ross, Sifre, Laurent, Kavukcuoglu, Koray, et al. Learning to navigate in complex environments. ICLR, 2017.
  7. Mnih, Volodymyr, Badia, Adria Puigdomenech, Mirza, Mehdi, Graves, Alex, Lillicrap, Timothy P, Harley, Tim, Silver, David, and Kavukcuoglu, Koray. Asynchronous methods for deep reinforcement learning. In ICML, 2016.
  8. Mohamed, Shakir and Rezende, Danilo Jimenez. Varia- tional information maximisation for intrinsically moti- vated reinforcement learning. In NIPS, 2015.
  9. Wolpert, Daniel M, Ghahramani, Zoubin, and Jordan, Michael I. An internal model for sensorimotor integra- tion. Science-AAAS-Weekly Paper Edition, 1995.

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Authors
Pathak, D., Agrawal, P., Efros, A. A., & Darrell, T.
Affiliations
  • University of California, Berkeley (US)
  • University of California System (US)
Venue
2017 IEEE Conference on Computer Vision and Pattern Recognition Workshops (CVPRW)
Publisher
IEEE
Published
2017-07
Pages
488-489
OpenAlex
W2614839826
Cited by
1,815
References
38
Citations by year
2026: 108 · 2025: 213 · 2024: 201 · 2023: 249 · 2022: 227 · 2021: 259 · 2020: 279 · 2019: 168 · 2018: 99 · 2017: 9 · 2016: 2
FWCI
69.23
Type
conference paper
Language
en
Open access
Locations
  • IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW) (publishedVersion)
  • arXiv (Cornell University) (submittedVersion)
  • arXiv (Cornell University)
  • International Conference on Machine Learning
Funders
  • National Science Foundation (1633310, 1427425, 1212798, 1536003)
  • Nvidia
  • Multidisciplinary University Research Initiative
  • Office of Naval Research (N000141410671, N00014)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Reinforcement Learning in Robotics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › Psychiatry, Mental Health, Neuroscience
Keywords
curiosity-driven exploration, intrinsic rewards, self-supervised learning, inverse dynamics model, continuous state spaces, generalization to unseen scenarios, ViZDoom, Super Mario Bros., reinforcement learning

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