How do you test RL exploration strategies?

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What to measure (key metrics)

  • Sample efficiency: steps to reach fixed return thresholds; area under the learning curve.

  • Asymptotic return: final performance given a budget (env steps + wall-clock).

  • State/action coverage: visitation counts, coverage ratio, and state-entropy over time.

  • Novelty/curiosity signals: intrinsic-reward magnitude vs. extrinsic return (are they aligned?).

  • Regret: cumulative suboptimality (esp. for bandits and tabular tasks).

  • Stability/variance: mean ± 95% CI across many seeds; failure rate.

  • Generalization: performance under train/test environment variations (levels, seeds, dynamics).

Where to test (benchmarks)

  • Hard-exploration Atari: Montezuma’s Revenge, Pitfall!, Private Eye.

  • Procedurally generated: Procgen, MiniGrid, DMLab levels with sparse rewards.

  • Continuous control (sparse): DeepMind Control / MuJoCo with goal-conditioned sparse rewards.

  • Bandits & tabular MDPs: sanity checks for UCB/Thompson vs. ε-greedy.

  • Custom traps: gridworlds with deceptive rewards, dead-ends, and long-horizon dependencies.

Experimental protocol (fair and reproducible)

  • Fix compute budgets: environment steps, model updates, wall-clock.

  • Use identical architectures and training hyperparams across methods; only exploration differs.

  • Run ≥10 seeds (more for high variance tasks). Report per-seed curves, not just averages.

  • Include tuning budgets and specify what was tuned to avoid cherry-picking.

  • Evaluate anytime performance: intermediate checkpoints, not only final scores.

Diagnostics & ablations

  • Visitation heatmaps / trajectory diversity over training phases.

  • Uncertainty calibration: for UCB/Thompson/disagreement—check if high-uncertainty regions truly lack data.

  • Intrinsic–extrinsic reward ratio schedules; ablate the intrinsic reward on/off.

  • Reset distribution sensitivity: train with narrow resets; test with broader starts.

  • Stochasticity sensitivity: add sticky actions, observation noise, stochastic resets.

  • Representation tests: freeze encoder vs. trainable to see if exploration relies on features.

  • Deception tests: environments with “noisy TV” to detect novelty-seeking failure modes.

Baselines to include

  • Greedy (no exploration), ε-greedy, optimistic initialization.

  • Count-based / pseudo-counts, RND, ICM/curiosity, disagreement/ensemble.

  • For planning/bandits: UCB, Thompson sampling.

  • Task-specialized: goal-conditioning (HER); long-horizon: Go-Explore-style baselines where applicable.

Analysis & statistics

  • Report AUC, time-to-X (e.g., 1000 return), and best-effort final score.

  • Use bootstrap CIs or t-tests with Welch correction; correct for multiple comparisons if many tasks.

  • Publish learning curves + seed ribbons, tables with CIs, and per-task win/loss counts.

Common pitfalls (and how to avoid)

  • Reward hacking via intrinsic reward: track extrinsic return separately; clip or normalize intrinsic scales.

  • Seed cherry-picking: preregister seeds or use a deterministic list.

  • Unequal compute: standardize updates, replay ratios, model sizes.

  • Overfitting to a single game/level: evaluate on unseen levels/seeds.

  • Non-stationary exploration schedules: visualize ε/β (intrinsic weight) over time.

Nice-to-have tools

  • Logging: TensorBoard/W&B for curves, histograms, videos.

  • Analysis: visitation counters, k-NN state density, mutual information between states and returns.

  • Repro: environment wrappers for sticky actions, action-repeat, and deterministic eval mode.

Use this as a test plan: pick tasks from each category, set budgets, run a battery of baselines and your method across many seeds, log the diagnostics above, and report AUC, coverage, and stability.

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