First return, then explore
Adrien Ecoffet, Joost Huizinga, Joel Lehman, Kenneth O. Stanley, Jeff Clune
TL;DR
Go-Explore tackles sparsity and deception in reinforcement learning by separating memory (archive of visited states) from exploration, using a first-return then explore paradigm to avoid detachment and derailment. It shows that explicit state remembering and returning to high-potential states enables complete, robust exploration, solving all hard-exploration Atari games and surpassing prior methods on Montezuma’s Revenge and Pitfall, with a robotics demonstration on sparse rewards. The work also extends to policy-based Go-Explore, enabling exploration under stochastic environments and improving sample efficiency, while analyzing differences with DTSIL and Agent57. Its results suggest that simple, general principles of remembering states and returning before exploring can drive substantial gains in diverse domains.
Abstract
The promise of reinforcement learning is to solve complex sequential decision problems autonomously by specifying a high-level reward function only. However, reinforcement learning algorithms struggle when, as is often the case, simple and intuitive rewards provide sparse and deceptive feedback. Avoiding these pitfalls requires thoroughly exploring the environment, but creating algorithms that can do so remains one of the central challenges of the field. We hypothesise that the main impediment to effective exploration originates from algorithms forgetting how to reach previously visited states ("detachment") and from failing to first return to a state before exploring from it ("derailment"). We introduce Go-Explore, a family of algorithms that addresses these two challenges directly through the simple principles of explicitly remembering promising states and first returning to such states before intentionally exploring. Go-Explore solves all heretofore unsolved Atari games and surpasses the state of the art on all hard-exploration games, with orders of magnitude improvements on the grand challenges Montezuma's Revenge and Pitfall. We also demonstrate the practical potential of Go-Explore on a sparse-reward pick-and-place robotics task. Additionally, we show that adding a goal-conditioned policy can further improve Go-Explore's exploration efficiency and enable it to handle stochasticity throughout training. The substantial performance gains from Go-Explore suggest that the simple principles of remembering states, returning to them, and exploring from them are a powerful and general approach to exploration, an insight that may prove critical to the creation of truly intelligent learning agents.
