Research map / Multi-agent systems and games / Human-AI and goal-conditioned
Distributed Prioritized Experience Replay
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Scale the number of actors from 8 to 256 | Ape-X DQN · Atari (six-game subset) | performance | Helped |
| Increase replay capacity | Ape-X DQN · Atari | performance | Helped |
| Use the full range of actor exploration rates instead of a fixed set of six values (ablation) | Ape-X DQN · Atari | performance | Helped |
| Duplicate each transition eight times with 32 actors instead of gathering distinct transitions with 256 actors (ablation) | Ape-X DQN · Atari | performance | Hurt |
| Use a smaller replay capacity (ablation) | Ape-X DQN · Atari | performance | Hurt |
| Increase batch size up to 512 when using many actors (ablation) | Ape-X DQN · Atari | performance | Helped |
| Increase learning rate to 0.00025 with larger batch sizes (ablation) | Ape-X DQN · Atari | training stability | Hurt |
| Lower learning rate to 0.00025 / 8 (ablation) | Ape-X DQN · Atari | performance | No clear effect |
| Vary the prioritization exponent within [0.3, 0.7] (ablation) | Ape-X DPG · continuous control | performance | No clear effect |
| Increase prioritization exponent beyond 0.7 (ablation) | Ape-X DPG · continuous control | training stability | Hurt |
| Add more actors while keeping the learner update rate unchanged | Ape-X DQN · Atari | performance | Helped |
Closest papers by meaning
- Actor Prioritized Experience Replay (Abstract Reprint) (AAAI 2024 · similarity 0.89)
- Recurrent Experience Replay in Distributed Reinforcement Learning (ICLR 2019 · similarity 0.89)
- Off-Policy Actor-Critic with Shared Experience Replay (ICML 2020 · similarity 0.88)
- Synthetic Experience Replay (NeurIPS 2023 · similarity 0.88)
- Prioritized Generative Replay (ICLR 2025 · similarity 0.87)
- Cleanba: A Reproducible and Efficient Distributed Reinforcement Learning Platform (ICLR 2024 · similarity 0.86)
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