Parameter Space Noise for Exploration

Matthias Plappert, Rein Houthooft, Prafulla Dhariwal, Szymon Sidor, Richard Y. Chen, Xi Chen, Tamim Asfour, Pieter Abbeel, Marcin Andrychowicz

Introduction

Exploration remains a key challenge in contemporary deep reinforcement learning (RL). Its main purpose is to ensure that the agent’s behavior does not converge prematurely to a local optimum. Enabling efficient and effective exploration is, however, not trivial since it is not directed by the reward function of the underlying Markov decision process (MDP). Although a plethora of methods have been proposed to tackle this challenge in high-dimensional and/or continuous-action MDPs, they often rely on complex additional structures such as counting tables (Tang et al., 2016), density modeling of the state space (Ostrovski et al., 2017), learned dynamics models (Houthooft et al., 2016; Achiam & Sastry, 2017; Stadie et al., 2015), or self-supervised curiosity (Pathak et al., 2017).

An orthogonal way of increasing the exploratory nature of these algorithms is through the addition of temporally-correlated noise, for example as done in bootstrapped DQN (Osband et al., 2016a). Along the same lines, it was shown that the addition of parameter noise leads to better exploration by obtaining a policy that exhibits a larger variety of behaviors (Sun et al., 2009b; Salimans et al., 2017). We discuss these related approaches in greater detail in Section 5. Their main limitation, however, is that they are either only proposed and evaluated for the on-policy setting with relatively small and shallow function approximators (Rückstieß et al., 2008) or disregard all temporal structure and gradient information (Salimans et al., 2017; Kober & Peters, 2008; Sehnke et al., 2010).

This paper investigates how parameter space noise can be effectively combined with off-the-shelf deep RL algorithms such as DQN (Mnih et al., 2015), DDPG (Lillicrap et al., 2015), and TRPO (Schulman et al., 2015b) to improve their exploratory behavior. Experiments show that this form of exploration is applicable to both high-dimensional discrete environments and continuous control tasks, using on- and off-policy methods. Our results indicate that parameter noise outperforms traditional action space noise-based baselines, especially in tasks where the reward signal is extremely sparse.

Background

Off-policy RL methods allow learning based on data captured by arbitrary policies. This paper considers two popular off-policy algorithms, namely Deep Q-Networks (DQN, Mnih et al. (2015)) and Deep Deterministic Policy Gradients (DDPG, Lillicrap et al. (2015)).

DQN uses a deep neural network as a function approximator to estimate the optimal QQ-value function, which conforms to the Bellman optimality equation:

The policy is implicitly defined by QQ as π(st)=argmaxaAQ(st,a)\pi(s_{t})=\text{argmax}_{a^{\prime}\in\mathcal{A}}Q(s_{t},a^{\prime}). Typically, a stochastic ϵ\epsilon-greedy or Boltzmann policy (Sutton & Barto, 1998) is derived from the QQ-value function to encourage exploration, which relies on sampling noise in the action space. The QQ-network predicts a QQ-value for each action and is updated using off-policy data from a replay buffer.

Deep Deterministic Policy Gradients (DDPG)

DDPG is an actor-critic algorithm, applicable to continuous action spaces. Similar to DQN, the critic estimates the QQ-value function using off-policy data and the recursive Bellman equation:

where πθ\pi_{\theta} is the actor or policy. The actor is trained to maximize the critic’s estimated QQ-values by back-propagating through both networks. For exploration, DDPG uses a stochastic policy of the form πθ^(st)=πθ(st)+w\widehat{\pi_{\theta}}(s_{t})=\pi_{\theta}(s_{t})+w, where ww is either wN(0,σ2I)w\sim\mathcal{N}(0,\sigma^{2}I) (uncorrelated) or wOU(0,σ2)w\sim\text{OU}(0,\sigma^{2}) (correlated).OU(,)\text{OU}(\cdot,\cdot) denotes the Ornstein-Uhlenbeck process (Uhlenbeck & Ornstein, 1930). Again, exploration is realized through action space noise.

2 On-policy Methods

In contrast to off-policy algorithms, on-policy methods require updating function approximators according to the currently followed policy. In particular, we will consider Trust Region Policy Optimization (TRPO, Schulman et al. (2015a)), an extension of traditional policy gradient methods (Williams, 1992b) using the natural gradient direction (Peters & Schaal, 2008; Kakade, 2001).

TRPO improves upon REINFORCE (Williams, 1992b) by computing an ascent direction that ensures a small change in the policy distribution. More specifically, TRPO solves the following constrained optimization problem:

where ρθ=ρπθ\rho_{\theta}=\rho_{\pi_{\theta}} is the discounted state-visitation frequencies induced by πθ\pi_{\theta}, A(s,a)A(s,a) denotes the advantage function estimated by the empirical return minus the baseline, and δKL\delta_{\text{KL}} is a step size parameter which controls how much the policy is allowed to change per iteration.

Parameter Space Noise for Exploration

This work considers policies that are realized as parameterized functions, which we denote as πθ\pi_{\theta}, with θ\theta being the parameter vector. We represent policies as neural networks but our technique can be applied to arbitrary parametric models. To achieve structured exploration, we sample from a set of policies by applying additive Gaussian noise to the parameter vector of the current policy: θ~=θ+N(0,σ2I)\widetilde{\theta}=\theta+\mathcal{N}(0,\sigma^{2}I). Importantly, the perturbed policy is sampled at the beginning of each episode and kept fixed for the entire rollout. For convenience and readability, we denote this perturbed policy as π~:=πθ~\widetilde{\pi}:=\pi_{\widetilde{\theta}} and analogously define π:=πθ\pi:=\pi_{\theta}.

As pointed out by Rückstieß et al. (2008), there is a crucial difference between action space noise and parameter space noise. Consider the continuous action space case. When using Gaussian action noise, actions are sampled according to some stochastic policy, generating at=π(st)+N(0,σ2I){a_{t}=\pi(s_{t})+\mathcal{N}(0,\sigma^{2}I)}. Therefore, even for a fixed state ss, we will almost certainly obtain a different action whenever that state is sampled again in the rollout, since action space noise is completely independent of the current state sts_{t} (notice that this is equally true for correlated action space noise). In contrast, if the parameters of the policy are perturbed at the beginning of each episode, we get at=π~(st)a_{t}=\widetilde{\pi}(s_{t}). In this case, the same action will be taken every time the same state sts_{t} is sampled in the rollout. This ensures consistency in actions, and directly introduces a dependence between the state and the exploratory action taken.

Perturbing deep neural networks

It is not immediately obvious that deep neural networks, with potentially millions of parameters and complicated nonlinear interactions, can be perturbed in meaningful ways by applying spherical Gaussian noise. However, as recently shown by Salimans et al. (2017), a simple reparameterization of the network achieves exactly this. More concretely, we use layer normalization (Ba et al., 2016) between perturbed layers.This is in contrast to Salimans et al. (2017), who use virtual batch normalization, which we found to perform less consistently Due to this normalizing across activations within a layer, the same perturbation scale can be used across all layers, even though different layers may exhibit different sensitivities to noise.

Adaptive noise scaling

Parameter space noise requires us to pick a suitable scale σ\sigma. This can be problematic since the scale will strongly depend on the specific network architecture, and is likely to vary over time as parameters become more sensitive to noise as learning progresses. Additionally, while it is easy to intuitively grasp the scale of action space noise, it is far harder to understand the scale in parameter space. We propose a simple solution that resolves all aforementioned limitations in an easy and straightforward way. This is achieved by adapting the scale of the parameter space noise over time and relating it to the variance in action space that it induces. More concretely, we can define a distance measure between perturbed and non-perturbed policy in action space and adaptively increase or decrease the parameter space noise depending on whether it is below or above a certain threshold:

Parameter space noise for off-policy methods

In the off-policy case, parameter space noise can be applied straightforwardly since, by definition, data that was collected off-policy can be used. More concretely, we only perturb the policy for exploration and train the non-perturbed network on this data by replaying it.

Parameter space noise for on-policy methods

for NN samples ϵiN(0,I)\epsilon^{i}\sim\mathcal{N}(0,I) and τi(πϕ+ϵiΣ12,p)\tau^{i}\sim(\pi_{\phi+\epsilon^{i}\Sigma^{\frac{1}{2}}},p) (see Appendix B for a full derivation). Rather than updating Σ\Sigma according to the previously derived policy gradient, we fix its value to σ2I\sigma^{2}I and scale it adaptively as described in Appendix C.

Experiments

This section answers the following questions:

Do existing state-of-the-art RL algorithms benefit from incorporating parameter space noise?

Does parameter space noise aid in exploring sparse reward environments more effectively?

How does parameter space noise exploration compare against evolution strategies for deep policies (Salimans et al., 2017) with respect to sample efficiency?

Reference implementations of DQN and DDPG with adaptive parameter space noise are available online.https://github.com/openai/baselines

The added value of parameter space noise over action space noise is measured on both high-dimensional discrete-action environments and continuous control tasks. For the discrete environments, comparisons are made using DQN, while DDPG and TRPO are used on the continuous control tasks.

For discrete-action environments, we use the Arcade Learning Environment (ALE, Bellemare et al. (2013)) benchmark along with a standard DQN implementation. We compare a baseline DQN agent with ϵ\epsilon-greedy action noise against a version of DQN with parameter noise. We linearly anneal ϵ\epsilon from 1.01.0 to 0.10.1 over the first 11 million timesteps. For parameter noise, we adapt the scale using a simple heuristic that increases the scale if the KL divergence between perturbed and non-perturbed policy is less than the KL divergence between greedy and ϵ\epsilon-greedy policy and decreases it otherwise (see Section C.1 for details). By using this approach, we achieve a fair comparison between action space noise and parameter space noise since the magnitude of the noise is similar and also avoid the introduction of an additional hyperparameter.

For parameter perturbation, we found it useful to reparametrize the network in terms of an explicit policy that represents the greedy policy π\pi implied by the QQ-values, rather than perturbing the QQ-function directly. To represent the policy π(as)\pi(a|s), we add a single fully connected layer after the convolutional part of the network, followed by a softmax output layer. Thus, π\pi predicts a discrete probability distribution over actions, given a state. We find that perturbing π\pi instead of QQ results in more meaningful changes since we now define an explicit behavioral policy. In this setting, the QQ-network is trained according to standard DQN practices. The policy π\pi is trained by maximizing the probability of outputting the greedy action accordingly to the current QQ-network. Essentially, the policy is trained to exhibit the same behavior as running greedy DQN. To rule out this double-headed version of DQN alone exhibits significantly different behavior, we always compare our parameter space noise approach against two baselines, regular DQN and two-headed DQN, both with ϵ\epsilon-greedy exploration.

We furthermore randomly sample actions for the first 5050 thousand timesteps in all cases to fill the replay buffer before starting training. Moreover, we found that parameter space noise performs better if it is combined with a bit of action space noise (we use a ϵ\epsilon-greedy behavioral policy with ϵ=0.01\epsilon=0.01 for the parameter space noise experiments). Full experimental details are described in Section A.1.

Overall, our results show that parameter space noise often outperforms action space noise, especially on games that require consistency (e.g. Enduro, Freeway) and performs comparably on the remaining ones. Additionally, learning progress usually starts much sooner when using parameter space noise. Finally, we also compare against a double-headed version of DQN with ϵ\epsilon-greedy exploration to ensure that this change in architecture is not responsible for improved exploration, which our results confirm. Full results are available in Appendix D.

That being said, parameter space noise is unable to sufficiently explore in extremely challenging games like Montezuma’s Revenge. More sophisticated exploration methods like Bellemare et al. (2016) are likely necessary to successfully learn these games. However, such methods often rely on some form of “inner” exploration method, which is usually traditional action space noise. It would be interesting to evaluate the effect of parameter space noise when combined with exploration methods.

On a final note, proposed improvements to DQN like double DQN (Hasselt, 2010), prioritized experience replay (Schaul et al., 2015), and dueling networks (Wang et al., 2015) are orthogonal to our improvements and would therefore likely improve results further. We leave the experimental validation of this theory to future work.

Continuous control environments

We now compare parameter noise with action noise on the continuous control environments implemented in OpenAI Gym (Brockman et al., 2016). We use DDPG (Lillicrap et al., 2015) as the RL algorithm for all environments with similar hyperparameters as outlined in the original paper except for the fact that layer normalization (Ba et al., 2016) is applied after each layer before the nonlinearity, which we found to be useful in either case and especially important for parameter space noise.

We compare the performance of the following configurations: (a) no noise at all, (b) uncorrelated additive Gaussian action space noise (σ=0.2\sigma=0.2), (c) correlated additive Gaussian action space noise (Ornstein–Uhlenbeck process (Uhlenbeck & Ornstein, 1930) with σ=0.2\sigma=0.2), and (d) adaptive parameter space noise. In the case of parameter space noise, we adapt the scale so that the resulting change in action space is comparable to our baselines with uncorrelated Gaussian action space noise (see Section C.2 for full details).

On HalfCheetah, parameter space noise achieves significantly higher returns than all other configurations. We find that, in this environment, all other exploration schemes quickly converge to a local optimum (in which the agent learns to flip on its back and then “wiggles” its way forward). Parameter space noise behaves similarly initially but still explores other options and quickly learns to break out of this sub-optimal behavior. Also notice that parameter space noise vastly outperforms correlated action space noise on this environment, clearly indicating that there is a significant difference between the two. On the remaining two environments, parameter space noise performs on par with other exploration strategies. Notice, however, that even if no noise is present, DDPG is capable of learning good policies. We find that this is representative for the remaining environments (see Appendix E for full results), which indicates that these environments do not require a lot of exploration to begin with due to their well-shaped reward function.

The results for TRPO are depicted in Figure 3. Interestingly, in the Walker2D environment, we see that adding parameter noise decreases the performance variance between seeds. This indicates that parameter noise aids in escaping local optima.

2 Does Parameter Space Noise Explore Efficiently?

The environments in the previous section required relatively little exploration. In this section, we evaluate whether parameter noise enables existing RL algorithms to learn on environments with very sparse rewards, where uncorrelated action noise generally fails (Osband et al., 2016a; Achiam & Sastry, 2017).

We first evaluate parameter noise on a well-known toy problem, following the setup described by Osband et al. (2016a) as closely as possible. The environment consists of a chain of NN states and the agent always starts in state s2s_{2}, from where it can either move left or right. In state s1s_{1}, the agent receives a small reward of r=0.001r=0.001 and a larger reward r=1r=1 in state sNs_{N}. Obviously, it is much easier to discover the small reward in s1s_{1} than the large reward in sNs_{N}, with increasing difficulty as NN grows. The environment is described in greater detail in Section A.3.

We compare adaptive parameter space noise DQN, bootstrapped DQN, and ϵ\epsilon-greedy DQN. The chain length NN is varied and for each NN three different seeds are trained and evaluated. After each episode, we evaluate the performance of the current policy by performing a rollout with all noise disabled (in the case of bootstrapped DQN, we perform majority voting over all heads). The problem is considered solved if one hundred subsequent rollouts achieve the optimal return. We plot the median number of episodes before the problem is considered solved (we abort if the problem is still unsolved after 22 thousand episodes). Full experimental details are available in Section A.3.

Figure 4 shows that parameter space noise clearly outperforms action space noise (which completely fails for moderately large NN) and even outperforms the more computational expensive bootstrapped DQN. However, it is important to note that this environment is extremely simple in the sense that the optimal strategy is to always go right. In a case where the agent needs to select a different optimal action depending on the current state, parameter space noise would likely work less well since weight randomization of the policy is less likely to yield this behavior. Our results thus only highlight the difference in exploration behavior compared to action space noise in this specific case. In the general case, parameter space noise does not guarantee optimal exploration.

Continuous control with sparse rewards

We now make the continuous control environments more challenging for exploration. Instead of providing a reward at every timestep, we use environments that only yield a non-zero reward after significant progress towards a goal. More concretely, we consider the following environments from rllabhttps://github.com/openai/rllab (Duan et al., 2016), modified according to Houthooft et al. (2016): (a) SparseCartpoleSwingup, which only yields a reward if the paddle is raised above a given threshold, (b) SparseDoublePendulum, which only yields a reward if the agent reaches the upright position, and (c) SparseHalfCheetah, which only yields a reward if the agent crosses a target distance, (d) SparseMountainCar, which only yields a reward if the agent drives up the hill, (e) SwimmerGather, yields a positive or negative reward upon reaching targets. For all tasks, we use a time horizon of T=500T=500 steps before resetting.

We consider both DDPG and TRPO to solve these environments (the exact experimental setup is described in Section A.2). Figure 5 shows the performance of DDPG, while the results for TRPO have been moved to Appendix F. The overall performance is estimated by running each configuration with five different random seeds, after which we plot the median return (line) as well as the interquartile range (shaded area).

For DDPG, SparseDoublePendulum seems to be easy to solve in general, with even no noise finding a successful policy relatively quickly. The results for SparseCartpoleSwingup and SparseMountainCar are more interesting: Here, only parameter space noise is capable of learning successful policies since all other forms of noise, including correlated action space noise, never find states with non-zero rewards. For SparseHalfCheetah, DDPG at least finds the non-zero reward but never learns a successful policy from that signal. On the challenging SwimmerGather task, all configurations of DDPG fail.

Our results clearly show that parameter space noise can be used to improve the exploration behavior of these off-the-shelf algorithms. However, it is important to note that improvements in exploration are not guaranteed for the general case. It is therefore necessary to evaluate the potential benefit of parameter space noise on a case-by-case basis.

3 Is RL with Parameter Space Noise more Sample-efficient than ES?

Evolution strategies (ES) are closely related to our approach since both explore by introducing noise in the parameter space, which can lead to improved exploration behavior (Salimans et al., 2017).To clarify, when we refer to ES in this context, we refer to the recent work by Salimans et al. (2017), which demonstrates that deep policy networks that learn from pixels can be trained using ES. We understand that there is a vast body of other work in this field (compare section 5). However, ES disregards temporal information and uses black-box optimization to train the neural network. By combining parameter space noise with traditional RL algorithms, we can include temporal information as well rely on gradients computed by back-propagation for optimization while still benefiting from improved exploratory behavior. We now compare ES and traditional RL with parameter space noise directly.

Related Work

The problem of exploration in reinforcement has been studied extensively. A range of algorithms (Kearns & Singh, 2002; Brafman & Tennenholtz, 2002; Auer et al., 2008) have been proposed that guarantee near-optimal solutions after a number of steps that are polynomial in the number of states, number of actions, and the horizon time. However, in many real-world reinforcements learning problems both the state and action space are continuous and high dimensional so that, even with discretization, these algorithms become impractical. In the context of deep reinforcement learning, a large variety of techniques have been proposed to improve exploration (Stadie et al., 2015; Houthooft et al., 2016; Tang et al., 2016; Osband et al., 2016a; Ostrovski et al., 2017; Sukhbaatar et al., 2017; Osband et al., 2016b). However, all are non-trivial to implement and are often computational expensive.

The idea of perturbing the parameters of a policy has been proposed by Rückstieß et al. (2008) for policy gradient methods. The authors show that this form of perturbation generally outperforms random exploration and evaluate their exploration strategy with the REINFORCE (Williams, 1992a) and Natural Actor-Critic (Peters & Schaal, 2008) algorithms. However, their policies are relatively low-dimensional compared to modern deep architectures, they use environments with low-dimensional state spaces, and their contribution is strictly limited to the policy gradient case. In contrast, our method is applied and evaluated for both on and off-policy setting, we use high-dimensional policies, and environments with large state spaces.

Our work is also closely related to evolution strategies (ES, Rechenberg & Eigen (1973); Schwefel (1977)), and especially neural evolution strategies (NES, Sun et al. (2009a; b); Glasmachers et al. (2010a; b); Schaul et al. (2011); Wierstra et al. (2014)). In the context of policy optimization, our work is closely related to Kober & Peters (2008) and Sehnke et al. (2010). More recently, Salimans et al. (2017) showed that ES can work for high-dimensional environments like Atari and OpenAI Gym continuous control problems. However, ES generally disregards any temporal structure that may be present in trajectories and typically suffers from sample inefficiency.

Bootstrapped DQN (Osband et al., 2016a) has been proposed to aid with more directed and consistent exploration by using a network with multiple heads, where one specific head is selected at the beginning of each episode. In contrast, our approach perturbs the parameters of the network directly, thus achieving similar yet simpler (and as shown in Section 4.2, sometimes superior) exploration behavior. Concurrently to our work, Fortunato et al. (2017) have proposed a similar approach that utilizes parameter perturbations for more efficient exploration.

Conclusion

In this work, we propose parameter space noise as a conceptually simple yet effective replacement for traditional action space noise like ϵ\epsilon-greedy and additive Gaussian noise. This work shows that parameter perturbations can successfully be combined with contemporary on- and off-policy deep RL algorithms such as DQN, DDPG, and TRPO and often results in improved performance compared to action noise. Experimental results further demonstrate that using parameter noise allows solving environments with very sparse rewards, in which action noise is unlikely to succeed. Our results indicate that parameter space noise is a viable and interesting alternative to action space noise, which is still the de facto standard in most reinforcement learning applications.

References

Appendix A Experimental Setup

A.2 Continuous Control

The following environments from OpenAI Gymhttps://github.com/openai/gym (Brockman et al., 2016) are used:

For the sparse tasks, we use the following environments from rllabhttps://github.com/openai/rllab (Duan et al., 2016), modified as described by Houthooft et al. (2016):

A.3 Chain Environment

Appendix B Parameter Space Noise for On-policy Methods

for NN samples ϵiN(0,I)\epsilon^{i}\sim\mathcal{N}(0,I) and τi(πϕ+ϵiΣ12,p)\tau^{i}\sim(\pi_{\phi+\epsilon^{i}\Sigma^{\frac{1}{2}}},p), with Rt(τi)=t=tTγttrtiR_{t}(\tau^{i})=\sum_{t^{\prime}=t}^{T}\gamma^{t^{\prime}-t}r_{t^{\prime}}^{i}. This also allows us to subtract a variance-reducing baseline btib_{t}^{i}, leading to

In our case, we set Σ:=σ2I\Sigma:=\sigma^{2}I and use our proposed adaption method to re-scale as appropriate.

Appendix C Adaptive Scaling

Parameter space noise requires us to pick a suitable scale σ\sigma. This can be problematic since the scale will highly depend on the specific network architecture, and is likely to vary over time as parameters become more sensitive as learning progresses. Additionally, while it is easy to intuitively grasp the scale of action space noise, it is far harder to understand the scale in parameter space.

We propose a simple solution that resolves all aforementioned limitations in an easy and straightforward way. This is achieved by adapting the scale of the parameter space noise over time, thus using a time-varying scale σk\sigma_{k}. Furthermore, σk\sigma_{k} is related to the action space variance that it induces, and updated accordingly. Concretely, we use the following simple heuristic to update σk\sigma_{k} every KK timesteps:

For DQN, the policy is defined implicitly by the QQ-value function. Unfortunately, this means that a naïve distance measure between QQ and Q~\widetilde{Q} has pitfalls. For example, assume that the perturbed policy has only changed the bias of the final layer, thus adding a constant value to each action’s QQ-value. In this case, a naïve distance measure like the norm QQ~2\lVert{Q-\widetilde{Q}}\rVert_{2} would be nonzero, although the policies π\pi and π~\widetilde{\pi} (implied by QQ and Q~\widetilde{Q}, respectively) are exactly equal. This equally applies to the case where DQN as two heads, one for QQ and one for π\pi.

We therefore use a probabilistic formulationIt is important to note that we use this probabilistic formulation only for the sake of defining a well-behaved distance measure. The actual policy used for rollouts is still deterministic. for both the non-perturbed and perturbed policies: π,π~:S×A{\pi,\widetilde{\pi}:\mathcal{S}\times\mathcal{A}\mapsto} by applying the softmax function over predicted QQ values: π(s)=expQi(s)/iexpQi(s){\pi(s)=\exp{Q_{i}(s)}/{\sum_{i}{\exp{Q_{i}(s)}}}}, where Qi()Q_{i}(\cdot) denotes the QQ-value of the ii-th action. π~\widetilde{\pi} is defined analogously but uses the perturbed Q~\widetilde{Q} instead (or the perturbed head for π\pi). Using this probabilistic formulation of the policies, we can now measure the distance in action space:

where DKL(    )D_{\text{KL}}(\cdot\;\|\;\cdot) denotes the Kullback-Leibler (KL) divergence. This formulation effectively normalizes the QQ-values and therefore does not suffer from the problem previously outlined.

We can further relate this distance measure to ϵ\epsilon-greedy action space noise, which allows us to fairly compare the two approaches and also avoids the need to pick an additional hyperparameter δ\delta. More concretely, the KL divergence between a greedy policy π(s,a)=1\pi(s,a)=1 for a=argmaxaQ(s,a)a=\text{argmax}_{a^{\prime}}Q(s,a^{\prime}) and π(s,a)=0\pi(s,a)=0 otherwise and an ϵ\epsilon-greedy policy π^(s,a)=1ϵ+ϵA\widehat{\pi}(s,a)=1-\epsilon+\frac{\epsilon}{|\mathcal{A}|} for a=argmaxaQ(s,a)a=\text{argmax}_{a^{\prime}}Q(s,a^{\prime}) and π^(s,a)=ϵA\widehat{\pi}(s,a)=\frac{\epsilon}{|\mathcal{A}|} otherwise is DKL(π    π^)=log(1ϵ+ϵA){D_{\text{KL}}(\pi\;\|\;\widehat{\pi})=-\log{(1-\epsilon+\frac{\epsilon}{|\mathcal{A}|})}}, where A|\mathcal{A}| denotes the number of actions (this follows immediately from the definition of the KL divergence for discrete probability distributions). We can use this distance measure to relate action space noise and parameter space noise to have similar distances, by adaptively scaling σ\sigma so that it matches the KL divergence between greedy and ϵ\epsilon-greedy policy, thus setting δ:=log(1ϵ+ϵA)\delta:=-\log{(1-\epsilon+\frac{\epsilon}{|\mathcal{A}|})}.

C.2 A Distance Measure for DDPG

For DDPG, we relate noise induced by parameter space perturbations to noise induced by additive Gaussian noise. To do so, we use the following distance measure between the non-perturbed and perturbed policy:

C.3 A Distance Measure for TRPO

In order to scale the noise for TRPO, we adapt the sampled noise vectors ϵσ\epsilon\sigma by computing a natural step H1ϵσH^{-1}\epsilon\sigma. We essentially compute a trust region around the noise direction to ensure that the perturbed policy π~\widetilde{\pi} remains sufficiently close to the non-perturbed version via

Concretely, this is computed through the conjugate gradient algorithm, combined with a line search along the noise direction to ensure constraint conformation, as described in Appendix C of Schulman et al. (2015b).

Appendix D Additional Results on ALE

Figure 7 provide the learning curves for all 21 Atari games.

Appendix E Additional Results on Continuous Control with Shaped Rewards

For completeness, we provide the plots for all evaluated environments with dense rewards. The results are depicted in Figure 8.

The results for InvertedPendulum and InvertedDoublePendulum are very noisy due to the fact that a small change in policy can easily degrade performance significantly, and thus hard to read. Interestingly, adaptive parameter space noise achieves the most stable performance on InvertedDoublePendulum. Overall, performance is comparable to other exploration approaches. Again, no noise in either the action nor the parameter space achieves comparable results, indicating that these environments combined with DDPG are not well-suited to test for exploration.

Appendix F Additional Results on Continuous Control with Sparse Rewards

The performance of TRPO with noise scaled according to the parameter curvature, as defined in Section C.3 is shown in Figure 9. The TRPO baseline uses only action noise by using a policy network that outputs the mean of a Gaussian distribution, while the variance is learned. These results show that adding parameter space noise aids in either learning much more consistently on these challenging sparse environments.