Research map / Multi-agent systems and games / Human-AI and goal-conditioned
Neural Episodic Control
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use NEC instead of Prioritised Replay | Atari agents · Atari 57 games, 10M frames (median across games) | human-normalised score: 22.4% -> 54.6% | Helped |
| Use NEC instead of Prioritised Replay | Atari agents · Atari 57 games, 40M frames (median across games) | human-normalised score: 89.0% -> 83.3% | Hurt |
| Use NEC instead of Prioritised Replay | Atari agents · Atari 57 games, 10M frames (mean across games) | human-normalised score: 71.5% -> 99.8% | Helped |
| Use NEC instead of Q*(λ) | Atari agents · Atari 57 games, 40M frames (mean across games) | human-normalised score: 440.9% -> 144.8% | Hurt |
| Use a reward-trained embedding for value interpolation instead of MFEC's reward-independent embedding | NEC · Atari 57 games, 10M frames (median across games) | human-normalised score: 45.4% -> 54.6% | Helped |
| Avoid reward clipping | NEC compared with clipped-reward parametric methods · Atari games with rewards outside [-1, 1], including Bowling, Frostbite, H.E.R.O., Ms. Pac-Man, and Alien | score | Helped |
| Use NEC instead of other algorithms | Atari agents · Pong and Boxing | learning speed | Helped |
Closest papers by meaning
- Model-Based Episodic Memory Induces Dynamic Hybrid Controls (NeurIPS 2021 · similarity 0.90)
- Fast deep reinforcement learning using online adjustments from the past (NeurIPS 2018 · similarity 0.89)
- A Forget-and-Grow Strategy for Deep Reinforcement Learning Scaling in Continuous Control (ICML 2025 · similarity 0.86)
- Overcoming Slow Decision Frequencies in Continuous Control: Model-Based Sequence Reinforcement Learning for Model-Free Control (ICLR 2025 · similarity 0.86)
- Relating Hopfield Networks to Episodic Control (NeurIPS 2024 · similarity 0.86)
- Efficient Episodic Memory Utilization of Cooperative Multi-Agent Reinforcement Learning (ICLR 2024 · similarity 0.85)
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