Research map / Reinforcement learning / Policy gradient and actor-critic
Sample-Efficient Deep Reinforcement Learning via Episodic Backward Update
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use episodic backward value propagation instead of uniform one-step replay | DQN · 49 Atari games | mean human-normalized score (%): 133.95 -> 253.55 | Helped |
| Use episodic backward value propagation instead of uniform one-step replay | DQN · 49 Atari games | median human-normalized score (%): 40.42 -> 51.55 | Helped |
| Adapt the diffusion factor using parallel learners (ablation) | EBU · 49 Atari games | mean human-normalized score (%): 253.55 -> 275.78 | Helped |
| Adapt the diffusion factor using parallel learners (ablation) | EBU · 49 Atari games | median human-normalized score (%): 51.55 -> 63.80 | Helped |
| Increase training from 10M to 20M frames (ablation) | Adaptive EBU · 49 Atari games | median human-normalized score (%): 63.80 -> 92.50 | Helped |
| Use N-step targets instead of EBU | DQN · MNIST Maze, 20% wall density | mean relative length: 5.44 -> 3.26 | Helped |
| Use EBU instead of N-step targets | DQN · MNIST Maze, 30%-50% wall density | relative length | Mixed |
| Use EBU instead of uniform one-step replay | DQN · MNIST Maze, 20%-50% wall density | relative length | Helped |
| Set the diffusion factor to β=1.0 rather than β=0.5 (ablation) | EBU · Atari games | episode score | Hurt |
| Set the diffusion factor to β=1.0 rather than β=0.5 (ablation) | EBU · MNIST Maze | relative length | Helped |
| Use β=1.0 instead of a diffusion factor below 1 (ablation) | EBU · Atari games | Q-value estimation | Hurt |
| Use episode-level sampling and backward target updates rather than uniform transition sampling | DQN · Atari games | training time | No clear effect |
Closest papers by meaning
- Fast deep reinforcement learning using online adjustments from the past (NeurIPS 2018 · similarity 0.88)
- A State-Distribution Matching Approach to Non-Episodic Reinforcement Learning (ICML 2022 · similarity 0.87)
- Sample-Efficient Reinforcement Learning by Breaking the Replay Ratio Barrier (ICLR 2023 · similarity 0.87)
- Neural Episodic Control (ICML 2017 · similarity 0.86)
- ART for Diffusion Sampling: A Reinforcement Learning Approach to Timestep Scheduling (NeurIPS 2026 · similarity 0.85)
- Symmetric Replay Training: Enhancing Sample Efficiency in Deep Reinforcement Learning for Combinatorial Optimization (ICML 2024 · similarity 0.85)
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