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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Recurrent Deprivation Curiosity for the Knowledge Graph Compression in Reinforcement Learning Navigation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Li Shude</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Liu Wen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Deng Zhongliang</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Song Xudong</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Zhang Haoyu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Beijing University of Post and Telecommunication (BUPT)</institution>
          ,
          <addr-line>10 Xitucheng Road, Haidian district, Beijing</addr-line>
          ,
          <country country="CN">China</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In the end-to-end navigation exploration of unknown regions based on reinforcement learning, the curiosity mechanism is usually used as the setting of the intrinsic reward mechanism of reinforcement learning. During the exploration process, agents may be excessively curious about noise or dynamic scenes and be repeatedly attracted to the dynamic region, resulting in the problem of navigation loop, which afects the eficiency and performance of navigation. To solve this problem, this paper proposes the graph compression cyclic deprivation curiosity algorithm (KRD-Curiosity) as an intrinsic reward mechanism for the exploration and navigation of reinforcement learning. Firstly, the algorithm relies on the distribution rule of deprivation degree and uses the upper and lower local memory sequences to predict the habitual behavior of agents, to avoid the wrong judgment of noise location. Secondly, the time fading mechanism is used to punish the agent to alleviate the problem of the agent indulging in dynamic scenes. Finally, knowledge graph compression is used to reduce the entropy of network storage information and improve the speed of information processing during navigation. In this paper, a complex multi-room environment was created for the agent navigation experiment, and the ablation experiment was set to compare and evaluate the navigation training eficiency of the proposed method, and the correlation between the sense of deprivation and the exploration logic was found. At the same time, the influence of diferent compression accuracy on navigation eficiency was proved. The experiment showed that our method improved the navigation performance compared with traditional methods.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Reinforcement Learning</kwd>
        <kwd>Deprivation Curiosity</kwd>
        <kwd>Knowledge Graph Compression</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Mobile robots are widely used in industries, hotels, security, hospitals and other
industries, and have a wide range of application scenarios in the field of positioning and navigation
assistance [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ].Accurate autonomous navigation is a prerequisite for mobile agents to apply
other auxiliary functions, and exploratory navigation in unknown regions is still a challenge
for the agents. Because there is no prior map guidance, compared with the traditional global
navigation, the exploration and memory ability of the agent are required to be higher.
Reinforcement learning navigation [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4, 5</xref>
        ] has shown excellent exploration success rate and navigation
performance in recent studies. Agents learn strategies to maximize the total number of future
rewards by interacting with environmental states, so that agents can achieve the most efective
action behaviors. However, setting diferent reward mechanisms in the same navigation task
will afect the eficiency of navigation and the accuracy of the results, so it becomes very
important to design a reward function that conforms to the navigation task. Moreover, in the
objective reality scenario, the agent itself cannot obtain efective immediate rewards in the
process, and can only judge the efectiveness of the behavior in the previous process through
the final result. The exploration behavior in the navigation process cannot get timely reward
feedback, and such sparse rewards further improve the dificulty of constructing the reward
function of the reinforcement learning model. To sum up, the reward function plays a key role
in the autonomous navigation of mobile agents in reinforcement learning. Therefore, how to
design an appropriate reward function becomes a key issue in the autonomous exploration task
of the agents.
      </p>
      <p>In recent years, in order to overcome the problem of sparse rewards, two branches have
emerged: imitation learning and the method of setting intrinsic incentives. Imitation learning
[6] guides the exploration process by making the agent observe and imitate the behavior pattern
in the actual process of human processing, so that the state-action trajectory distribution
generated by the model matches the trajectory distribution of the input. It focuses on obtaining
better performance through artificial pre-training, but there are still some limitations. For
example, a model that is pre-trained by manual will inevitably be afected by pre-training data,
which makes it dificult to be transferred and applied to other scenarios. The other is to set
up intrinsic motivation, which does not need the limitation of pre-training data and assists
agents to complete each sub-task by providing intrinsic rewards in the process. This auxiliary
reward makes up for the absence of external reward, encouraging the agent to explore new
environment and learn various possible opportunities. However, such methods are usually faced
with a serious problem [7]. Agents usually choose the maximum prediction error for action
judgment. When the environment changes frequently, agents may mistakenly judge the current
environment as the new position state. For example, if there is a TV set with regular screen
changes in the environment, every time the intelligent body visits the location, it will judge
the dynamic picture as the new location instead of the previously recorded location. The worst
case is that the intelligent body is attracted by the images of constantly changing programs and
gets stuck in a deadlock state, which is the problem of "cotch-potato".</p>
      <p>In this paper, to solve the cotch-potato problem, the graph compression cycle deprivation
curiosity algorithm (KRD-Curiosity) is proposed as the intrinsic reward mechanism of
reinforcement learning model. It can predict the position of the agent through the context memory
sequence to determine whether the agent is in a state of addiction. At the same time, the time
fading sequence is set to punish the addicted state, and the path length of state network nodes
with lower clustering is explored as dynamically as possible, so as to increase the information
processing speed in the navigation process and improve the navigation eficiency. The main
contributions of this paper are as follows:
• By taking advantage of the diferent sensitivities of agents to poor information at diferent
stages, a curiosity algorithm based on dynamic deprivation was designed to predict
navigation behavior by local context storage unit, and time fading was added to avoid
the problem of agents being addicted to dynamic scenes.
• By referring to human learning mechanism, the above algorithm of knowledge graph
model compression optimization is proposed, which abstracts the prior knowledge
clustering class into a more simplified model, which can be used to compress and simplify old
memory, reduce the information entropy of stored data, increase the speed of information
processing of agents, and improve the eficiency of agents exploring the environment.
• We created a complex multi-room navigation environment, and set ablation experiments
on it to compare and evaluate the navigation success rate of our method, test the
navigation generalization efect of our method at diferent starting points, explore the influence
of curiosity behavior of diferent deprivation on navigation eficiency, and analyze the
correlation between diferent degrees of compression precision and navigation
performance.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Realtion Work</title>
      <p>Autonomous navigation of mobile agents: As the basic function of mobile robots to
execute various instructions, autonomous navigation technology requires robots to move to
the designated position safely, which has attracted the attention of researchers in the field
of robotics [8]. With the improvement of computer hardware performance, more and more
algorithms are applied in mobile robot navigation [9], such as rapid exploration random tree
(RRT)[10], simultaneous localization and mapping (SLAM)[11], artificial potential field method
[12], fuzzy logic [13], etc. These algorithms have achieved satisfactory robot navigation efects
to a certain extent. However, for the unknown scene, the agent is susceptible to various noises
and environmental dynamics, resulting in wrong judgment and navigation failure. The recent
reinforcement learning framework can successfully explore the target point without too much
prior knowledge and achieve relatively advanced performance in the field of mobile robot
navigation [5].</p>
      <p>Reinforcement learning based on strategy gradient: In recent years, reinforcement
learning (RL) is almost all based on strategy gradient. The advantage of strategy gradient based
method is that it can learn to select diferent strategies according to diferent observation states
and output action values directly and stably, eliminating the intermediate step of value based
method. At present, a relatively popular algorithm is Actor-Critic algorithm [14]. It can use the
idea of confrontation to conduct real-time learning environment and reward relationship, and
it performs well in a small environment. In order to further improve the performance of the
model, researchers have proposed many improved algorithms based on strategy gradient, such
as A2C[15], A3C[16], PPO[17], etc. Among them, the A2C algorithm reduces the risk of high
variance by taking the value function as the reference value of cumulative reward. Moreover,
for the storage speed of large memory network, A2C trains faster, showing better navigation
eficiency. In addition, OpenAI researchers found that A2C showed better performance than
A3C when using a single GPU machine, and A2C trained faster when the designed strategy
network was larger. For the above reasons, A2C is chosen as the benchmark algorithm in this
paper.</p>
      <p>Intrinsic reward mechanism in reinforcement learning: In the paper on reinforcement
learning, several approaches are proposed using intrinsic rewards to explore. For example,
Ng et al.[18] proposed a reward shaping function to improve the optimal strategy, and put
forward some auxiliary reward design methods to obtain the strategy with desired attributes.
Sorg et al. [19] introduced the strategy gradient of reward design, which is only applicable to
planning agents based on forward search. Rewards shaped or designed can help agents explore
the environment, but it is still a big challenge to calculate the optimal reward. Imitation learning
based on exploration method has been applied to sparse reward tasks [20, 21] and achieved good
results. Other attempts [22, 23] introduce expert demonstrations and trajectory preferences,
and train agents to mimic the demonstrator’s behavior; In addition, Schmidhuber et al. [24]
studied a method to improve performance by reward conversion. However, reward switching is
designed by experts, not learned. Getting quality expert information is dificult. These methods
are not suitable for sparse reward setting. They often require the support of experts or prior
data sets, and are highly dependent on training samples, which makes it dificult to adapt to
navigation and exploration tasks in unknown scenes. Therefore, the setting of intrinsic reward
function plays a decisive role in reinforcement learning navigation tasks.</p>
      <p>Curiosity mechanism in psychology: The mechanism of human curiosity has also been
extensively studied in the field of psychology. Curiosity is a mind-driven behavioral mechanism
for searching for knowledge. The information obtained through curiosity may provide you
with new and challenging stimuli in the future and contribute to personal happiness. The
research divides curiosity into two categories [25], namely "busyman" and "hunter", which have
completely diferent behavior patterns in the face of unknown environment. The former is more
inclined to explore knowledge in new fields. The latter are more inclined to explore undiscovered
knowledge in the same field, so they show diferent feelings of deprivation, that is, curiosity.
busyman has a strong sense of information deprivation and has a large breadth of knowledge
acquisition but a small depth. "hunter" has a weak sense of information deprivation and a
greater depth of knowledge acquisition. At the same time, George Loewenstein, a psychologist
and economist at Carnegie Mellon University, has proposed an "information gap theory" of
curiosity: [26] when knowledge is scarce or abundant, it doesn’t excite us. In other words, the
navigation agent should be endowed with diferent deprivation curiosity for diferent stages in
order to play a better navigation performance.</p>
      <p>In this paper, drawing on the cutting-edge research theories of psychology, we design the
graph compression cycle deprivation algorithm as an intrinsic reward mechanism, and use
A2C algorithm to construct the framework of reinforcement learning autonomous navigation.
Meanwhile, the navigation eficiency of agents afected by diferent deprivation curiosity was
studied. Specifically, we mainly take A2C reinforcement learning algorithm based on strategy
gradient as the framework, and use dynamic deprivation curiosity rule to dynamically adjust the
navigation strategy of agents according to the degree of knowledge acquisition. Local memory
context storage unit is used to predict the location and state information of the arrival point.
And set the time fading mechanism, so that the agent to a certain range of repeated visits to the
scene of the reward gradually reduced, can prevent the agent because of curiosity and addiction
into a dead cycle state; Finally, this paper proposes a knowledge graph compressed sensing
method to extract and store memory features in a high-dimensional model, which reduces
the pressure of network storage and improves the speed of information processing. Finally,
the relationship between the sense of deprivation and the success rate of navigation and the
correlation between the precision of knowledge compression and the success rate of navigation
were tested. Experiments show that the rule of curiosity deprivation in psychology is also
applicable to navigation agents, and the reinforcement learning based on strategy gradient can
improve navigation eficiency and navigation performance.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Proposed Approach</title>
      <sec id="sec-3-1">
        <title>3.1. Navigation Framework</title>
        <p>For a standard reinforcement learning navigation process interacting with the environment,
at each time step t, the agent senses the environment state  by external sensor, and processes
the observed state  by strategy network  () to generate the next action , which enables the
agent to move to the next position +1. At the same time, the reward weight  of the previous
step is obtained, and the final goal of navigation is reached after multiple rounds of training.</p>
        <p>The reinforcement learning model in this paper is based on A2C method. Since there is a
problem of high variance in the calculation process of traditional strategy gradient algorithm or
traditional actor-critic method, it is dificult for the model to converge. A2C algorithm reduces
the risk of high variance by taking the value function as the reference value of cumulative
reward. The initial state of this algorithm generates an approximate Gaussian distribution
through the Actor network, and the action is obtained through sampling and pruning. The
agent performs the action and interacts with the environment to generate the next observation
state +1. The environmental interaction parameters are input to the KRD-Curiosity algorithm
at the same time to get the reward . Input  and +1 into Critic network to get a value
function   (), calculate TD error, and carry on backward updating Critic network all the way.
At the same time, TD error and the action probability density output by Actor network are
multiplied by logarithm, and finally backward updates the Actor network parameters.</p>
        <p>In order to solve the problem of catastrophic forgetting and the problem of "cotch-potato"
in traditional cursity-based reinforcement learning navigation, more efective intrinsic reward
mechanisms are needed. The intrinsic reward in this paper is divided into two parts: (a) The
curiosity module based on the dynamic sense of deprivation of time fading, which can predict
the future state by combining environmental and time factors through short-term memory,
so as to reduce the attraction of dynamic scenes to agents. (b) Knowledge graph compressed
sensing can store old memory features in high-dimensional states, reduce the storage pressure
of agents, and delay the occurrence of forgetting, as Figure 1.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Recurrent Deprivation Curiosity</title>
        <p>Curiosity based exploration basically solves the problem of lack of intrinsic reward in
navigation behavior of agents, but there is usually a "cotch-potato" problem. When navigating
the maze, the navigation agent is likely to be fascinated by the TV that keeps changing the
screen. In this case, the intrinsic reward will be great and the agent will be more inclined to stop
and watch TV rather than continue to explore the maze, leading to the occurrence of "addictive"
behavior.</p>
        <p>We propose a dynamic deprivation-driven curiosity module based on time fading.
Deprivation-driven curiosity refers to the degree to which individuals seek information in
order to overcome the feeling of being deprived of knowledge. When individuals feel knowledge
gap or knowledge gap, they will have the feeling of being deprived, which drives them to have
strong curiosity to learn new knowledge. This sense of deprivation also decreases with the
narrowing of the knowledge gap, and the preference for behavioral strategies gradually shifts
from high exploration to high utilization. At the same time, by setting rewards that are inversely
proportional to time, agents can avoid being attracted by interesting scenes, so as to complete
navigation exploration behavior faster.</p>
        <p>By comparing two diferent method can predict state output characteristics ˆ(+1) and
ˆ′(+1), to output reward mechanism, as shown in Figure 2. The Model contains two child
prediction module, the first module is the Forward Model, the position of the above step state
() and the step on the action of  for input, forecast the explicit position of time step in
the ˆ′(+1); The second submodule, Slide Window and Time Fading, is based on input of
the position status of the next step on the intelligence and the current position status (+1).
By matching the memory in the sliding window, while assisting with temporal attenuation,
Output location potential energy state ˆ(+1) and weight deviation . The intrinsic reward 
algorithm of curiosity is:</p>
        <p>= ||ˆ′(+1) + ˆ(+1)|| + 
Among them, the formula of each component is:
 = . (())
ˆ(+1) =  [ + 1]
 = 1 ∑︁(ˆ(+1) − +1 × (+1))2
 =1
 = 21 ||ˆ′(+1) − (+1)||2</p>
        <p>Where,  represents the Slide Window vector,  () represents the index number
returned from the corresponding value found in the slide window, and  represents the existence
time of elements in the window, which is stored as a vector format.  is the loss function of the
Forward Model network in the first submodule. The second submodule’s algorithm flow is that
the Slide Window is first matched with (), and updates the contents of the Slide Window if
it doesn’t have one in the memory. If it exists, the next position matching the position is found
as the agent’s habitual action output. Our ultimate goal is to make a big diference between
the agent’s actual action and the habitual action, so that the agent can explore as much area as
possible.</p>
        <p>We also use dynamic deprivation mechanisms so that the ratio of exploration to exploitation
decreases as the success rate of exploration increases:
 =</p>
        <p>0.8 − 0.2  
 = (0.8 − × (10, )) ×</p>
        <p>100 10</p>
        <p>At the beginning, the ratio of exploration to utilization is set to 0.8, indicating a state of
high exploration. At this time, the curiosity of the agent on the unexplored area is greater than
the prior knowledge. With the increase of successful exploration times, the agent gradually
mastered the navigation method of this map, and the ratio of exploration to utilization gradually
decreased from 0.8 to 0.2, Set the control range to 100. transforming from high exploration
to high utilization. It makes the agent use the prior experience to navigate while ensuring a
certain curiosity.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Knowledge Graph Compression</title>
        <p>The existing deep reinforcement learning shows obvious advantages in predicting the
navigation behavior of agents, but there are still many defects. Among them, it is an unavoidable
problem that agents are too curious to forget the previously learned knowledge. That is, after
learning new knowledge, they almost completely forget the previously learned content, which
makes artificial neural networks unable to constantly adapt to the environment and carry out
continuous learning like human beings. For curiosity-driven deep reinforcement learning, this
phenomenon will inevitably occur as agents continue to input new states into the network.</p>
        <p>In psychological studies, the memory mechanism of mammalian brain may avoid this
problem. They usually summarize a large number of messy knowledge into a systematic
knowledge framework for storage. The advantage of this is that new information can be stored
in a smaller order of magnitude, and the reduction of information entropy can bring more
benefits.</p>
        <p>Based on this mechanism, we propose a knowledge graph model compression algorithm,
which compresses the knowledge in local memory into a more compact model for storage. After
high-dimensional transformation of the environmental observation quantity , KNN network
is used to cluster into a certain region for storage. The distance calculation formula of KNN is
as follows:</p>
        <p>⎯⎸ 
(, ) = ⎷⎸(∑︁( − )2)</p>
        <p>=1
 and  are coordinate values of two points. When the agent explores the same cluster
region, a smaller reward value  is given; when the agent detects a new cluster region, a larger
reward value is given. This approach further improves the intensity of the curiosity mechanism
while avoiding catastrophic forgetting.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Experience and Results</title>
      <p>In this section, we autonomously create a complex multi-room scene "Multiroom" on which
we will evaluate our algorithm. The main purpose of navigation is to find the minimum step
from the starting position to the target position. We first evaluated the navigation results using
our model, and then conducted an additional experiment to investigate the efect of knowledge
extraction capability on navigation eficiency. All models were implemented in Python and
trained on a GeForce RTX 2080 Ti GPU.</p>
      <sec id="sec-4-1">
        <title>4.1. The Multioom Enviorment</title>
        <p>In order to verify and evaluate our model, we independently created a multi-room complex
scene framework by referring to the "Clif Walking" class module in the gym library. This
framework refers to the common structure of 80 square meter family environment, which can
well represent the general indoor scene in the real world. Within this environment are Spaces
for bedrooms, balconies, kitchens, bathrooms, living rooms and dining rooms. Each scene space
is represented as a grid diagram, and the spacing between grid points is 4-meter, with a total of
20 × 20 points. The navigation agent is able to move through five independent actions: forward,
backward, left, right, and finish. I’m going to move it in 4-meter units. The end point has been
set before the test, and the agent executes the completion action when it judges that the end
point has been reached.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Implementation details</title>
        <p>For the training process, we made the agent perform the navigation task in the above
environment, and the model was set in 500,000 episodes for training, testing the total reward
of the output environment in each stage. The total training time was about 96 hours. End the
episodes when the navigation agent has reached the target position, or when more than 1000
steps have passed. In the initial state, the ratio of exploration to utilization is set at 0.8, and
the maximum change limit is 0.2. The starting point of the curiosity reward is -100, and the
reward for navigating to the end is 100. The intrinsic reward for each step is determined by the
curiosity mechanism. In order to encourage the agent to explore and navigate more efectively,
the reward range is -5 to 10.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Evaluation metrics</title>
        <p>Our navigation experiments were evaluated using the following two indicators, average
track length (ATL) and success rate (SR), which describe navigation eficiency from diferent
dimensions. ATL represents the average number of steps required by the agent to reach the
target, which is used to evaluate the path optimization ability of the navigation agent. The SR
1 ∑︀
is defined as  =1 , used to assess the convergence eficiency of navigation agent training
process.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Baselines</title>
        <p>The reinforcement learning model in this paper is the basic model, which can also be
replaced by other reinforcement learning models based on strategy gradient. Therefore, the
influence of diferent models on navigation performance is not within the comparison scope
of this paper. We only evaluate and explain the curiosity mechanism proposed by ourselves.
In order to prove the efectiveness of our proposed curiosity mechanism based on sense of
deprivation on navigation eficiency, we set up a comprehensive ablation experiment according
to three technical points and drew a graph, and used the above three indicators to evaluate each
baseline. Table 1 shows our baseline and the description of technical points.</p>
      </sec>
      <sec id="sec-4-5">
        <title>4.5. Result</title>
        <p>In this section, we mainly set up five experiments: ablation curves of each method, data
tables based on two indexes, and the relationship between diferent deprivation senses,
compression clustering accuracy and navigation success rate.</p>
        <sec id="sec-4-5-1">
          <title>4.5.1. Sample eficiency</title>
          <p>To analyze the navigation eficiency of our proposed method, we first tested a comparison
experiment based on the ablation method. We compared our method to other methods that
have undergone ablation. ATL and SR are used to reflect the navigation performance. For
each method, we set a maximum of 300,000 test sessions. In each turn, the turn ends when the
navigation agent reaches the goal or more than 1000 moves.</p>
          <p>Figure 4 shows the comparison between other ablation methods and our method in the
ATL index. Most of the other methods complete convergence between 150,000 and 200,000
episodes. It shows that the memory capacity of the agent is an important factor restricting
the navigation performance. Our method can improve the entropy of stored information and
alleviate the forgetting mechanism.</p>
        </sec>
        <sec id="sec-4-5-2">
          <title>4.5.2. Generalization across new targets</title>
          <p>In order to analyze the generalization ability of navigation, we use the same training model,
set the same starting point but diferent ending point, and conduct navigation generalization
test on the navigation body. We took the distance between the new endpoint and the original
endpoint (step) as the X-axis to explore the relationship between navigation generalization
ability and exploration success rate.</p>
          <p>During the test, we randomly set 5 new target points within a certain step distance from
the original target point, and set an upper limit of 1000 steps for each new evaluation point.
When the agent reaches the target or completes 1000 steps, the navigation is completed, and the
average value of 5 success rates is taken to draw. As shown in Figure 5, these ablation methods
have a certain generalization ability with our method. In summary, the method proposed by us
has the best generalization efect.</p>
        </sec>
        <sec id="sec-4-5-3">
          <title>4.5.3. The deprivation of curiosity</title>
          <p>According to the research of psychology, regardless of the influence of innate factors
and individual diferences, each individual in diferent stages of knowledge acquisition is also
sensitive to curiosity. George Loewenstein, a psychologist and economist at Carnegie Mellon
University, has proposed the "information gap theory" of curiosity [26] : when knowledge
is scarce or abundant, it does not inspire curiosity. In other words, the navigation agent
should be endowed with diferent deprivation curiosity for diferent stages in order to play a
better navigation performance. In order to verify the diferent degree of demand for curiosity
deprivation of navigation agents at diferent training stages, we used the proposed method
to extract five training time steps of 50,000, 100,000, 150,000, 200,000 and 250,000 respectively
as the starting point of the test, and started from these time steps. Take diferent deprivation
strategies  for continuous training until the 300,000th step, and evaluate their success rate
(SR), as shown in Figure 6.</p>
          <p>The orange curve represents the average success rate (SR) of each training step. The
distribution curve of the sense of deprivation of curiosity shows a trend of "rising in the middle
and declining on both sides" on the whole. Among them, agents of 50,000 and 100,000 steps
are more sensitive to exploration, and navigation with prior knowledge is more efective after
150,000 steps. The author analyzed that this might be due to the convergence to the optimal
path after 150,000 steps, and curiosity exploration at this time could not bring positive rewards,
leading to a gradual decline in the success rate. In accordance with this law, our method has
set higher  in the early stage of navigation, that is to say, given a higher weight value
for curiosity exploration. When intelligent agents have grasped certain navigation knowledge,
they will gradually reduce the proportion of exploration and increase the proportion of prior
knowledge to achieve the optimal navigation strategy.</p>
        </sec>
        <sec id="sec-4-5-4">
          <title>4.5.4. Navigation eficiency on Compression Degree</title>
          <p>In order to test the correlation between the compression accuracy of knowledge graph and
navigation performance, equispaced tests were set on the proposed method. Each compression
accuracy was tested 20 times, and the mean value was calculated to draw the correlation curve,
as shown in Figure 7. In this environment, when the compression accuracy is 9 and 11, the efect
reaches the peak, indicating that appropriate data compression is helpful to improve the success
rate of navigation. When the compression accuracy reaches 19, the correlation curve shows
an upward trend. The author believes that the reason is that when the compression accuracy
becomes smaller, the agent shows a state of global memory, that is, it does not compress and
store in the memory bank at all. Although the global storage can fully retain the memory of the
agent, the storage capacity will become large, which is a challenge to the size of the network
model.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion and Future Work</title>
      <p>This paper proposes a navigation method combining the time fading mechanism of curiosity
deprivation and knowledge graph compression. By depriving the curiosity mechanism to
predict navigational behavior, and punishing the state of prolonged addiction, knowledge graph
compression was used to reduce the storage of redundant information. The proposed navigation
system not only improves the eficiency of data processing during training, but also improves the
navigation performance. In addition, the reinforcement learning framework of the navigation
system in this paper is replaceable, and it can also be applied to other models based on policy
gradient, such as DDPG and PPO. This method aims to explore target points in the scene without
prior map as eficiently as possible, so it can provide a way of thinking for navigation search
and rescue. Our future work includes investigating more complex curiosity mechanisms to
further improve the navigation performance of our approach, conducting real-world validation
tests on mobile robots, and evaluating the feasibility and navigation eficiency of our model in
real-world navigation environments.
[5] K. Zhu, T. Zhang, Deep reinforcement learning based mobile robot navigation: A review,</p>
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