Curiosity-driven Exploration
How it works
The agent maintains a learned predictive model of the environment. At each step the model predicts some quantity (e.g. features of the next state from the current state and action), and the discrepancy between prediction and observation — the prediction error — is used as an intrinsic reward added to the (possibly present) extrinsic reward. In the Intrinsic Curiosity Module (Pathak et al., 2017) an inverse model is trained to predict the action from a pair of states in order to learn a feature space robust to unpredictable, task-irrelevant parts of the environment; a forward model predicts the next state in that feature space and its error is the curiosity reward. In Random Network Distillation (Burda et al., 2018) the reward is the error of a predictor network trained to match the output of a fixed, randomly initialized target network; rarely visited states yield high error and thus high reward. As learning proceeds the model predicts visited states ever better, so their curiosity reward shrinks, naturally shifting exploration toward unseen regions.
Problem solved
In many reinforcement-learning tasks the extrinsic reward is sparse, delayed or entirely absent, so classic exploration methods (e.g. epsilon-greedy) fail to discover useful behaviours. Curiosity-driven exploration provides a dense, self-generated signal that steers the agent toward novel states and enables learning despite little or no environmental feedback.
Components
A reward signal generated by the agent itself, proportional to the model's prediction error; added to the extrinsic reward.
Predicts the next state (or its features) from the current state and action; its error constitutes the curiosity reward.
In ICM an inverse model predicts the action from a pair of consecutive states, learning a feature space robust to unpredictable, task-irrelevant parts of the environment.
Official
Implementation
An agent driven by prediction error can get stuck at sources of irreducible stochasticity (e.g. a noisy screen) because they remain permanently unpredictable and keep yielding high reward.
The curiosity reward decreases as the model learns, making stable scaling difficult and potentially extinguishing exploration.
Evolution
Jürgen Schmidhuber proposes curiosity based on world-model prediction error as a controller's intrinsic motivation.
Stadie, Levine and Abbeel use the error of a deep predictive model as an exploration bonus in Atari.
VIME (Houthooft et al.) and pseudo-counts (Bellemare et al.) unify count-based exploration and intrinsic motivation.
Pathak et al. introduce ICM with an inverse model defining a feature space, making curiosity robust to task-irrelevant stochasticity.
Burda et al. introduce RND (first to exceed human performance on Montezuma's Revenge with pure curiosity) and publish a large-scale study of purely curiosity-driven learning across 54 environments.
Hyperparameters (configurable axes)
Scaling coefficient balancing the curiosity reward against the extrinsic reward (often denoted β or η).
The space in which prediction error is computed (raw pixels, random features, inverse-model learned features, VAE).
Normalization of the non-stationary intrinsic reward (e.g. by a running standard deviation), critical for RND stability.