Integrating Novelty and Surprise for Experience Prioritization and Exploration in Image-Based Reinforcement Learning
Organizations: Robot Learning Team and CARES Robotics Lab, Department of Electrical, Computer, and Software Engineering, University of Auckland, Auckland, New Zealand.
Abstract
Sample efficiency is a central challenge in reinforcement learning (RL), particularly in image-based domains where agents must learn from high-dimensional visual inputs. Traditional sampling often relies on random or suboptimal experience selection, leading to redundant updates and slow learning. Improving efficiency requires mechanisms that prioritize informative experiences while also encouraging effective exploration. Prioritized Experience Replay (PER) addresses part of this challenge by reusing high-value transitions, while intrinsic rewards promote the exploration of novel or uncertain states. However, their integration has not been extensively studied. This paper introduces Novelty and Surprise Prioritized Experience Replay (NSPER), which uses novelty to capture underrepresented states and surprise to expose gaps in the agent's understanding of the environment. We further extend this with NSPER+R, integrating these signals as intrinsic rewards to jointly improve replay quality and exploration. Experiments on DeepMind Control Suite tasks show that NSPER and NSPER+R improve training efficiency and convergence speed compared to existing methods in image-based RL.
Figures & tables
| Task | Action Space | Objective | Primary Challenge | Type | Difficulty |
|---|---|---|---|---|---|
| Cartpole-Balance | Stabilize the pole by moving the cart horizontally. | Underactuated and highly unstable dynamics where small errors rapidly lead to failure. | Classic Control | Low | |
| Finger-Spin | Maintain continuous rotation of a free-floating object. | Requires fine torque modulation to sustain spin without drift or loss of contact. | Manipulation | High | |
| Ball-in-Cup | Swing the ball and capture it inside the cup. | Oscillatory motion requires precise timing and well-coordinated control. | Manipulation | Medium–High | |
| Walker-Walk | Achieve stable forward locomotion. | Balancing and coordinating a bipedal body in an inherently unstable locomotion regime. | Locomotion | Medium | |
| Cheetah-Run | Run forward at high speed. | High velocity amplifies instability, requiring strong, consistent, and fast control. | Locomotion | Medium |
| Parameter | Value (Description) |
|---|---|
| Environments | |
| Observation | RGB images, with 3 consecutive frames stacked |
| Reward Scale | Maximum episodic return of 1000 per task |
| Evaluation Metric | Average cumulative reward per step (computed using extrinsic rewards) |
| Implementation Details | |
| Replay Buffer Capacity | transitions |
| Component | Input | Layers / Units | Activations | Output |
|---|---|---|---|---|
| Encoder | image | 4 conv (32, ) + FC(200) | ReLU (conv), (FC) | Latent |
| Decoder | Latent | Deconv mirror of encoder | ReLU, Sigmoid (final) | Image reconstruction |
| Actor (TD3) | (opt. + vector obs) | FC(1024) → FC(1024) | ReLU, (out) | Action |
| Critics (TD3, ) | (opt. + vector obs) | FC(1024) → FC(1024) | ReLU | Scalar -value |
| Predictive Ensemble | FC(512) → FC(512) | ReLU | Pred. latent |