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Comment by dane-pgp

"By multiplying N of these probabilities together, we end up with the resulting probability p(get key) that is exponentially smaller than any of the individual input probabilities."

So they solved this by feeding the AI with a human demonstration, but have there been any attempts at giving the AI an explicit reward for maximising the "novelty" of the input state (i.e. the image on the screen)?

The game does not give the player points for reaching new rooms, but if the AI was rewarded for producing the "novel" state of a new room, then that would give it a drive to explore. Similarly, there would be an implicit penalty to the AI for repeatedly falling off a ledge or returning back to a room it had already visited (although some amount of back-tracking would no doubt be useful), whereas reaching a new part of the screen (by climbing a ladder, say) would be rewarded.

There are times where the AI would have to be patient and wait, but the window could be learned or set as a hyper-parameter. This might be enough to stop the unproductive behaviour of it jittering left and right continuously, since doing so does not produce a new state, relative to just standing still at least.

parent dane-pgp 8 years ago

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