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Tree Search-Based Policy Optimization under Stochastic Execution Delay
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Introduces stochastic execution-delay MDPs (SED-MDPs) and DEZ, an EfficientZero-based MCTS agent that handles random action delays by forecasting pending actions, showing Markov policies suffice for optimality.
Problem
Reinforcement learning where agent actions are executed after a random, observed delay, causing previously chosen actions to be overwritten or duplicated; state augmentation grows exponentially with delay and does not generalize to random delays.
Approach
Formalizes random execution delay as SED-MDP without state augmentation, proves Markov policies (conditioned on observed delays) suffice for optimality, and uses a learned forward model over the action queue inside EfficientZero's MCTS to predict the state at execution time.
Key results
- Under constant delays, DEZ achieves the best average score in 39 of 45 experiments versus baselines.
- Under stochastic delays, DEZ achieves the highest average score in 42 of 45 experiments.
- Delayed-Q achieves at least 85% of DEZ's score in 21 of 45 constant-delay experiments, mainly due to limited sample budget.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use DEZ to account explicitly for constant execution delay instead of oblivious EfficientZero or Delayed-Q | Atari policy optimization · Atari suite, constant delays 5, 15, and 25 | average score | Helped |
| Use DEZ to account explicitly for stochastic execution delay instead of the baselines | Atari policy optimization · Atari suite, stochastic delays with maximal delay 5, 15, and 25 | average score | Helped |
| Increase stochastic maximum delay in DEZ to 35 or 45 | DEZ on Asterix · Asterix, stochastic delay | learning performance | Hurt |
| Increase stochastic maximum delay in DEZ | DEZ on Atari games · Asterix and Hero, stochastic delay up to M=45 | score | Hurt |
Surprising findings
- Delayed-Q suffers more from stochastic delays than oblivious EfficientZero, even though it does better under constant delays.
Limitations
- Relies on a learned world model whose compounding errors grow with environment stochasticity
- Assumes delay values are observed in real time and delay process is independent of the MDP
- Performance degrades for very large delays (e.g., Asterix at M=35 and 45)
Experimental setup
Datasets: Atari 2600 games (15 games)
Benchmarks: Atari (15 games) with constant delays 5, 15, 25 Atari (15 games) with stochastic delays up to 5, 15, 25 Asterix and Hero with delays up to 45
Metrics: average score standard deviation
Baselines: Oblivious EfficientZero Delayed-Q Delayed DQN
Builds on: EfficientZero MuZero Delayed-Q ED-MDP formulation
Closest papers by meaning
- SPOT: Scalable Policy Optimization with Trees for Markov Decision Processes (NeurIPS 2025 · similarity 0.87)
- A Surprisingly Simple Continuous-Action POMDP Solver: Lazy Cross-Entropy Search Over Policy Trees (AAAI 2024 · similarity 0.87)
- Power Mean Estimation in Stochastic Continuous Monte-Carlo Tree Search (ICML 2025 · similarity 0.86)
- Threshold UCT: Cost-Constrained Monte Carlo Tree Search with Pareto Curves (AAAI 2025 · similarity 0.86)
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- Solving Robust Markov Decision Processes: Generic, Reliable, Efficient (AAAI 2025 · similarity 0.85)
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