Define state and action spaces
Decide whether the task is a bandit, tabular MDP or continuous-observation problem and specify state, action, reward and termination rules.
Curiosity-driven exploration methods. Measure exploration behaviour.
Curiosity-driven exploration augments environment rewards with intrinsic bonuses that encourage the agent to visit novel or unpredictable states. Common implementations use count-based bonuses, prediction-error signals from forward models, or information gain estimates. Key failure modes include catastrophic exploration (unsafe behaviour), misleading intrinsic rewards in stochastic environments, and poor scaling from tabular cases to high-dimensional observations.
Learning concept · Not a validated service
Curiosity-driven exploration augments environment rewards with intrinsic bonuses that encourage the agent to visit novel or unpredictable states. Common implementations use count-based bonuses, prediction-error signals from forward models, or information gain estimates. Key failure modes include catastrophic exploration (unsafe behaviour), misleading intrinsic rewards in stochastic environments, and poor scaling from tabular cases to high-dimensional observations.
A proposed extension: add an intrinsic reward signal to an agent operating in a sparse-reward simulated environment so it discovers useful behaviours without dense extrinsic rewards. For any deployment, a human reviewer should remain in the loop for safety-critical decisions.
Decide whether the task is a bandit, tabular MDP or continuous-observation problem and specify state, action, reward and termination rules.
Start with a simple baseline (epsilon-greedy bandit or vanilla policy) to measure extrinsic performance before adding curiosity bonuses.
Implement a count-based or prediction-error intrinsic bonus and compare cumulative reward, coverage and regret against the baseline.
Track episode behaviour under different seeds, inspect failure modes, and add safety constraints or manual overrides before deployment.
The supplied starter implements a simple 4-armed bandit simulation using an epsilon-greedy policy and sample-average updates for estimated action values; it simulates rewards from fixed Bernoulli rates, counts actions, and prints estimated rates and total reward.
for step in range(1, 2001):
if rng.random() < epsilon:
action = rng.integers(len(true_reward_rates))
else:
action = int(np.argmax(estimated_values))
reward = 1 if rng.random() < true_reward_rates[action] else 0
action_counts[action] += 1
total_reward += reward
estimated_values[action] += (reward - estimated_values[action]) / action_counts[action]The code is a stationary multi-armed bandit epsilon-greedy baseline and does not implement any curiosity mechanism (no intrinsic rewards, no count-based bonuses, no prediction-error model or state representation). It also lacks a defined environment state, trajectory generation or episodic RL components named in the project title.
Proposed extension: replace the fixed-bandit rewards with a simulated sparse-reward environment and add an intrinsic bonus (count-based or prediction-error from a forward model) to encourage novel-state discovery.
This is a potential application pathway, not a delivered product. The supplied starter does not implement this service or validate it with real users.
Networkers Home runs this topic inside its AI Engineer Course, with placement support and hands-on labs.