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강화 학습

보상 구조가 강화학습의 에피소드 탐색과 신경망 메모리 간 상호작용을 결정한다

Jai Malegaonkar Rohan Patil Henrik I. Christensen

초록

부분 관측 가능한 강화학습 환경에서 에이전트는 이중 병목 현상에 직면한다. 보상이 있는 상태를 마주하기 위해 탐색해야 하고, 정책을 최적화하기 위해 그 경험을 메모리에 유지해야 한다. 탐색 보너스와 메모리 아키텍처는 전통적으로 개별적으로 평가되어 그 상호작용이 측정되지 않았으며, 희소 보상에 대한 표준적인 개념은 시간적 신호 밀도와 보상이 실제로 지도하는 대상을 혼동한다. 본 연구는 메모리 내용이 획득되는 방식이 다른 세 가지 환경에서 에피소드 기반 탐색 보너스와 다양한 신경망 메모리 아키텍처를 교차시킨 통제 연구를 제시한다. 동일한 보너스 신호가 세 가지 뚜렷한 상호작용 패턴을 만들어낸다. 메모리 내용을 능동적으로 발견하여 비지도 방식으로 유지해야 하는 경우에는 아키텍처 간 용량 차이를 증폭시키고, 내용이 일단 탐색되면 보상이 지도하는 단일 단서인 경우에는 아키텍처들을 공통된 성능 상한선으로 평준화하며, 관측 스트림이 순전히 스케줄에 따라 제공되는 경우에는 아무런 효과가 없다. 통제된 보상 조작을 통해 이러한 패턴이 밀도가 아닌 보상 구조를 따른다는 것을 검증한다. 밀도가 높은 보상은 필요한 잠재 메모리를 직접 지도할 때만 보너스 효과를 무력화하며, 탐색 행동에 대한 작고 회피 가능한 페널티(최적해는 변하지 않음)는 정책이 차선의 정체 상태로 수렴하도록 유도하는데, 이는 보너스가 해결한다. 이어서 관측 기반 보상 기계를 사용하여 보상 희소성을 구조적 희소성(오토마톤이 과업에 필요한 이력 없이도 보상 합을 재현함)과 잠재적 희소성(단일 단계 보상이 국소적 탐색 행동의 가격을 잘못 매김)으로 분리하여 형식화한다. 그 결과로 얻은 어휘는 각 과업이 노출하는 유지 부담에 따라 세 가지 체제를 체계화한다. 종합하면, 이 결과들은 탐색과 메모리가 대체재가 아닌 보완재임을 보여준다. 보너스는 경험에의 노출을 유도하고, 오직 메모리만이 그 노출을 보상으로 전환한다.

One-sentence Summary

Researchers from UC San Diego show that episodic exploration bonuses and neural memory architectures interact in three distinct patterns governed by reward structure rather than density, formalizing sparsity with observation-anchored reward machines to separate structural sparsity from potential sparsity and demonstrating that exploration and memory are complements, not substitutes.

Key Contributions

  • An identical episodic exploration bonus produces three distinct interaction patterns with neural memory architectures (amplifying capacity differences, equalizing performance, or yielding no effect) depending on how the environment’s reward structure supervises memory content acquisition.
  • Observation-anchored reward machines formalize reward sparsity into structural sparsity (whether the reward directly supervises the required latent memory) and potential sparsity (whether local exploratory actions are mispriced), organizing task regimes by their retention burden rather than by temporal signal density.
  • Controlled reward manipulations show that a dense reward neutralizes an exploration bonus only when it directly supervises the necessary latent representation, and that a small avoidable penalty on exploratory actions causes convergence to suboptimal policies, which exploration bonuses resolve by inducing state coverage that memory architectures convert into return.

Introduction

The authors investigate how episodic exploration bonuses interact with neural memory architectures in reinforcement learning, a critical concern for tasks requiring agents to retain information over time. Prior work often treats exploration and memory as separate design choices, leaving unclear how an environment’s reward structure mediates their combined effect on performance. The central contribution is a framework showing that the same exploration signal can amplify, neutralize, or have no effect on architectural capacity differences depending on what the reward inherently supervises. The authors introduce observation-anchored reward machines to characterize this dependency, distinguishing structural sparsity, which governs whether retention is supervised, from potential sparsity, which determines whether an exploratory deficit exists.

Experiment

The evaluation compares six memory architectures and two episodic bonuses across three environments under a single training stack, revealing that the same bonus can amplify, equalize, or have no effect depending on the environment’s memory demands. These divergent outcomes are traced to two sparsity properties: structural sparsity governs whether retention is reward-supervised, while potential sparsity determines whether the agent must actively discover what to remember. Controlled reward manipulations confirm that reward structure rather than density drives bonus efficacy, and penalty variants show that bonuses recover exploration by breaking stagnation rather than outbidding costs.

Success rates on MysteryPath-Grid show that reward structure, not density, governs exploration bonus effectiveness. Architectures with stronger sequence-modeling capacity benefit more from bonuses under sparse rewards, while aligned rewards make bonuses redundant or harmful and penalty rewards cause stagnation that bonuses break rather than outbid. GatedDeltaNet and RetNet achieve the highest success rates with exploration bonuses under sparse reward, substantially outperforming GRU, LSTM, and Mamba-2. Under the penalty reward, all recurrent architectures collapse to near-zero success without a bonus, but E3B and NovelD restore performance, indicating bonuses resolve stagnation rather than simply outweighing the penalty. The aligned reward produces the highest bonus-free success rates across most architectures, and adding a bonus often reduces performance, consistent with the bonus becoming redundant or detrimental. The distractor reward yields near-zero success regardless of architecture or bonus, confirming that an uninformative dense reward cannot substitute for memory-grounded exploration. Memoryless agents fail across all reward conditions, with success rates at or near zero, underscoring that sequence modeling capacity is necessary for any recovery by exploration bonuses.

Exploration bonuses substantially improve success rates over baseline, with the effect depending on both memory architecture and field-of-view conditions. Under restricted views and sparse or penalty rewards, bonuses enable near-perfect performance for several recurrent models, while the memoryless baseline remains at chance. Distractor and penalty manipulations confirm that bonuses primarily break exploratory stagnation rather than simply outbidding negative reward signals. Without a bonus, all architectures except Mamba-2 and GatedDeltaNet remain near chance under the restricted 3×3 sparse condition. E3B and NovelD bonuses lift GRU, LSTM, and GatedDeltaNet to near-ceiling success rates across most 3×3 reward variants. The memoryless architecture fails to exceed 50% success in any configuration, regardless of bonus or field of view. Under the 7×7 sparse setting, GatedDeltaNet achieves 94% success without a bonus, far surpassing other architectures in the same condition. Penalty and distractor rewards preserve the restorative effect of bonuses, indicating that bonuses resolve stagnation rather than simply compensating for negative rewards.

Memory-augmented architectures GRU and LSTM reliably achieve high exact-recall success regardless of bonus or reward density, while GatedDeltaNet shows moderate but noisy recovery that improves with bonuses. In contrast, RetNet, Mamba-2, and memoryless variants completely fail across all conditions, and neither exploration bonus nor dense reward alters the ranking among architectures. GRU and LSTM reach tail-mean success rates around 0.90–0.93 under all bonus and reward-density combinations, with LSTM slightly ahead in the sparse setting. GatedDeltaNet attains a modest 0.31–0.40 success rate, and bonuses provide a small lift in both sparse and dense rewards, though high variance persists. RetNet, Mamba-2, and the memoryless architecture yield near-zero success in every condition, showing no benefit from exploration bonuses or dense rewards.

This evaluation examines how exploration bonuses interact with reward structure and memory architecture across three tasks. On MysteryPath-Grid, bonuses are most effective under sparse rewards for architectures with strong sequence modeling, but become redundant or harmful under aligned rewards, while penalty rewards cause stagnation that bonuses resolve. Under restricted views, bonuses restore near-perfect performance for several recurrent models in sparse and penalty conditions, whereas memoryless agents fail universally. In exact-recall, GRU and LSTM succeed reliably regardless of bonus or reward density, while other architectures fail completely, and neither bonuses nor dense rewards alter the ranking among models.


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