Paper:
Efficient exploration remains a challenging problem in reinforcement learning, especially for those tasks where rewards from environments are sparse. A commonly used approach for exploring such environments is to introduce some "intrinsic" reward. In this work, we focus on model uncertainty estimation as an intrinsic reward for efficient exploration. In particular, we introduce an implicit generative modeling approach to estimate a Bayesian uncertainty of the agent's belief of the environment dynamics. Each random draw from our generative model is a neural network that instantiates the dynamic function, hence multiple draws would approximate the posterior, and the variance in the future prediction based on this posterior is used as an intrinsic reward for exploration. We design a training algorithm for our generative model based on the amortized Stein Variational Gradient Descent. In experiments, we compare our implementation with state-of-the-art intrinsic reward-based exploration approaches, including two recent approaches based on an ensemble of dynamic models. In challenging exploration tasks, our implicit generative model consistently outperforms competing approaches regarding data efficiency in exploration.

Review:
Update: I thank the authors for their response. I believe the paper has been improved by the additional baselines, number of seeds, clarifications to related work and qualitative analysis of the results. I have increased my score to 3 since I still have some concerns. I strongly believe the baselines should be tuned just as much as the proposed approach on the tasks used for evaluation. The baselines were not evaluated on the same environments in the original papers, so there is not much reason to believe those parameters are optimal for other tasks. Moreover, the current draft still lacks comparisons against stronger exploration methods such as Pseudo-Counts (Ostrovski et al. 2017, Bellemare et al. 2016) or Random Network Distillation (Burda et al 2018).  
Summary:
This paper proposes the use of a generative model to estimate a Bayesian uncertainty of the agent’s belief of the environment dynamics. They use draws from the generative model to approximate the posterior of the transition dynamics function. They use the uncertainty in the output of the dynamics model as intrinsic reward.
Main Comments:
I vote for rejecting this paper because I believe the experimental section has some design flaws, the choice of tasks used for evaluation is questionable, relevant baselines are missing, the intrinsic reward formulation requires more motivation, and overall the empirical results are not convincing (at least not for the scope that the paper sets out for in the introduction).  
While the authors motivate the use of the proposed intrinsic reward for learning to solve tasks in sparse reward environments, the experiments do not include Moreover, some of the tasks used for evaluation do not have very sparse reward (e.g. acrobot but potentially others too). Without understanding how this intrinsic reward helps to solve certain tasks, it is difficult to assess its effectiveness. While state coverage is important, the end goal is solving tasks and it would be useful to understand how this intrinsic reward affects learning when extrinsic reward is also used. Some types of intrinsic motivation can actually hurt performance when used in combination with extrinsic reward on certain tasks. 
I am not sure why the authors chose to not compare against VIME  (https://arxiv.org/pdf/1605.09674.pdf) and NoisyNetworks (https://arxiv.org/pdf/1706.10295.pdf) which are quite powerful exploration methods and also quite strongly related to their our method (e.g. more so than ICM).
Other Questions / Comments:
1. You mention that you use the same hyperparameters for all models. How did you select the HPs to be used? I am concerned this leads to an unfair comparison given that different models may work better for different sets of HPs. A better approach would be to do HP searches for each model and select the best set for each.
2. Using only 3 seeds does not seem to be enough for robust conclusions. Some  of your results are rather close 
3. How did you derive equation (1)? Please provide more explanations, at least in the  appendix.
4. Why is Figure 3 missing the other baselines: ICM & Disagreement? Please include for completeness
5. Please include the variance across the seeds in Figure 4 (b). 
6. How is the percentage of the explored maze computed for Figure 5? Is that across the entire training or within one episode? What is the learned behavior of the agents? I believe a heatmap with state visitation would be useful to better understand how the learned behaviors differ within an episode. e.g. Within an episode, do the agents learn to go as far as possible from the initial location and then explore that “less explored” area or do they quasi-uniformly visit the states they’ve already seen during previous episodes?  
7. In Figure 6 (b), there doesn’t seem to  be a significant difference between your model and the MAX one. What happens if you train them for longer, does MAX achieve the same or even more exploration performance as  your model? I’m concerned this small difference may be due to poor tuning of HPs for the baselines rather than algorithmic differences?
8. For the robotic hand experiments, can you  provide some intuition about what the number of explored rotations means and how they relate to a good policy? What is the number of rotations needed to solve certain tasks? What kinds of rotations do they explore -- are some of them more useful than others for manipulating certain objects? This would add context and help readers understand what those numbers mean in practice in terms of behavior and relevance to learning good / optimal policies.