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Large Batch Simulation for Deep Reinforcement Learning

ICLR 2021 · Reinforcement learning › Visual and representation RL · approach: Scalable RL systems and environments · 3 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use batch simulation and rendering rather than independent simulator workers (ablation)BPS for PointGoalNav Depth · RTX 3090FPS: 2800 -> 19900Helped
Use batch simulation and rendering rather than independent simulator workers (ablation)BPS for PointGoalNav RGB · RTX 3090FPS: 990 -> 13300Helped
Use the SE-ResNet9 64x64 policy instead of ResNet50 128x128 (ablation)BPS for PointGoalNav Depth · RTX 3090FPS: 2300 -> 19900Helped
Use the SE-ResNet9 64x64 policy instead of ResNet50 128x128 (ablation)BPS for PointGoalNav RGB · RTX 3090FPS: 2000 -> 13300Helped
Reduce encoder depth and input resolution (ablation)BPS Depth agent · Gibson validation and testSPL: 94.4 -> 95.6; 91.5 -> 94.4Hurt
Use 64x64 RGB input rather than 128x128 (ablation)BPS RGB agent · Gibson validationSPL: 87.8{ $\pm$0.7} -> 88.4{ $[\pm$0.9}Mixed
Use 64x64 RGB input rather than 128x128 (ablation)BPS RGB agent · Gibson testSPL: 85.6 -> 83.7Hurt
Increase simulation batch size from N=256 to N=1024 (ablation)BPS Depth agent · PointGoalNav trainingSPLNo clear effect
Increase simulation batch size to N=4096 rather than N=1024 (ablation)BPS Depth agent · PointGoalNav trainingSPL: 20%Hurt
Use Lamb instead of Adam (ablation)BPS Depth agent · PointGoalNav training after 1 billion samplesSPL: 1.5%Helped
Use Lamb instead of Adam (ablation)BPS Depth agent · PointGoalNav training after 2.5 billion framesSPL: 0.6%Helped

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