Notice: The reproducibility variables underlying each score are classified using an automated LLM-based pipeline, validated against a manually labeled dataset. LLM-based classification introduces uncertainty and potential bias; scores should be interpreted as estimates. Full accuracy metrics and methodology are described in [1].

Unifying Count-Based Exploration and Intrinsic Motivation

Authors: Marc Bellemare, Sriram Srinivasan, Georg Ostrovski, Tom Schaul, David Saxton, Remi Munos

NeurIPS 2016 | Venue PDF | LLM Run Details

Reproducibility Variable Result LLM Response
Research Type Experimental We apply our ideas to Atari 2600 games, providing sensible pseudo-counts from raw pixels. We transform these pseudo-counts into exploration bonuses and obtain significantly improved exploration in a number of hard games, including the infamously difficult MONTEZUMA S REVENGE. Figure 2 depicts the result of our experiment, averaged across 5 trials.
Researcher Affiliation Industry Marc G. Bellemare EMAIL Sriram Srinivasan EMAIL Georg Ostrovski EMAIL Tom Schaul EMAIL David Saxton EMAIL Google Deep Mind London, United Kingdom R emi Munos EMAIL
Pseudocode No The paper contains mathematical equations and conceptual descriptions but does not include any explicit pseudocode or algorithm blocks.
Open Source Code No The paper provides a link to a video of the agent playing, but not to the source code for the methodology described in the paper.
Open Datasets Yes We apply our ideas to Atari 2600 games, providing sensible pseudo-counts from raw pixels. We use the Arcade Learning Environment (Bellemare et al., 2013).
Dataset Splits No The paper mentions training frames and performance over training time (e.g., '50 million frames', 'in-training median score') but does not specify explicit training, validation, or test dataset splits (e.g., percentages or counts).
Hardware Specification No The paper does not provide specific details about the hardware used for running the experiments (e.g., GPU models, CPU types, or memory specifications).
Software Dependencies No The paper mentions algorithms like 'Double DQN (van Hasselt et al., 2016)' and 'A3C (Asynchronous Advantage Actor-Critic) algorithm of Mnih et al. (2016)', but does not provide specific version numbers for any software libraries, frameworks, or environments used.
Experiment Setup Yes We used a bonus of the form R+ n (x, a) := β( ˆNn(x) + 0.01) 1/2, (4) where β = 0.05 was selected from a coarse parameter sweep. We trained our agents Q-functions with Double DQN (van Hasselt et al., 2016), with one important modification: we mixed the Double Q-Learning target with the Monte Carlo return.