{"about":{"site":"https://codewithpapers.app","non_affiliation":"Code with Papers and Syntology are not affiliated with, endorsed by, or sponsored by Papers with Code, Meta, or the pwc-archive mirror.","licence":"CC BY-SA 4.0","licence_url":"https://creativecommons.org/licenses/by-sa/4.0/legalcode","attribution":"https://codewithpapers.app/attribution","modified":"archive material modified by Syntology; see the attribution page"},"url":"/paper/hyperdqn-a-randomized-exploration-method-for","title":"HyperDQN: A Randomized Exploration Method for Deep Reinforcement Learning","arxiv_id":null,"date":"2021-09-29","proceeding":"ICLR 2022 4","authors":["Ziniu Li","Yingru Li","Yushun Zhang","Tong Zhang","Zhi-Quan Luo"],"abstract":"Randomized least-square value iteration (RLSVI) is a provably efficient exploration method. However, it is limited to the case where 1) a good feature is known in advance and 2) this feature is fixed during the training: if otherwise, RLSVI suffers an unbearable computational burden to obtain the posterior samples of the parameter in the $Q$-value function. In this work, we present a practical algorithm named HyperDQN, addressing these two issues under the context of deep reinforcement learning, where the feature changes over iterations. HyperDQN is built on two parametric models: in addition to a non-linear neural network (i.e., base model) that predicts $Q$-values, our method employs a probabilistic hypermodel (i.e., meta model), which outputs the parameter of the base model. When both models are jointly optimized under a specifically designed objective, three purposes can be achieved. First, the hypermodel can generate approximate posterior samples regarding the parameter of the $Q$-value function. As a result, diverse $Q$-value functions are sampled to select exploratory action sequences. This retains the punchline of RLSVI for efficient exploration. Second, a good feature is learned to approximate $Q$-value functions. This addresses limitation 1. Third, the posterior samples of the $Q$-value function can be obtained in a more efficient way than the existing methods, and the changing feature does not affect the efficiency. This deals with limitation 2. On the Atari 2600 suite, after $20$M samples, HyperDQN achieves about $2 \\times$ improvements over (double) DQN, the advanced method Bootstrapped DQN, and the SOTA exploration bonus method OB2I. For another challenging task SuperMarioBros, HyperDQN outperforms baselines on $7$ out of $9$ games.","url_abs":"https://openreview.net/forum?id=X0nrKAXu7g-","url_pdf":"https://openreview.net/pdf?id=X0nrKAXu7g-","source":{"archive":"pwc-archive (Hugging Face), CC BY-SA 4.0","snapshot":"2025-07-28","licence_url":"https://creativecommons.org/licenses/by-sa/4.0/legalcode","row_kind":"abstracts"},"code_links":[{"paper_slug":"hyperdqn-a-randomized-exploration-method-for","repo_url":"https://github.com/liziniu/HyperDQN","is_official":1,"mentioned_in_paper":0,"mentioned_in_github":0,"framework":"pytorch","reach":null}],"tasks":[{"task_slug":"deep-reinforcement-learning","task_name":"Deep Reinforcement Learning"},{"task_slug":"efficient-exploration","task_name":"Efficient Exploration"},{"task_slug":"reinforcement-learning","task_name":"Reinforcement Learning"},{"task_slug":"reinforcement-learning-1","task_name":"Reinforcement Learning (RL)"},{"task_slug":"reinforcement-learning-2","task_name":"reinforcement-learning"}],"methods":[{"method_slug":"convolution","method_name":"Convolution"},{"method_slug":"dqn","method_name":"DQN"},{"method_slug":"dense-connections","method_name":"Dense Connections"},{"method_slug":"q-learning","method_name":"Q-Learning"}],"datasets_introduced":[],"methods_introduced":[],"results":[],"syntology":{"atlas_url":null,"mcp":null,"developers":"https://syntology.ai/developers"},"arxiv_metadata":null,"syntology_extracted_results":null}