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Learning Uncertainty-Aware Temporally-Extended Actions
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Proposes UTE, an uncertainty-aware action repetition method that uses an ensemble of option-value heads (TempoRL-style skip policy) with a UCB-style mean+λ·std extension choice, evaluated on Chain MDP, Gridworlds, Atari, and Pendulum.
Problem
Action repetition (temporal extension of actions) can degrade performance when sub-optimal actions are repeated, since existing methods ignore uncertainty of option values over the repeated horizon.
Approach
Select the extension length by maximizing ensemble mean plus λ times ensemble standard deviation of option-value estimates, with heads trained toward a shared target, n-step Q-learning for the action values, and an optional adaptive λ chosen via sliding-window UCB bandit; λ<0 gives pessimism and λ>0 gives optimism.
Key results
- On Chain MDP (chain length 70), UTE with λ=+2.0 reached normalized AUC 0.191 vs 0.052 for TempoRL and 0.131 for epsilon z-Greedy.
- On Gridworlds Zigzag with linear epsilon decay, UTE achieved normalized AUC 0.84 vs 0.62 for epsilon z-Greedy and 0.14 for TempoRL.
- On Atari Road Runner, UTE with n-step learning averaged 12323.2 vs 8131.5 for TempoRL and 3733.8 for epsilon z-Greedy; n-step learning improved mean normalized score from 1.39 to 1.81 (30.2%).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use uncertainty-aware action extension | action-repetition policy · Chain MDP | normalized AUC: 0.904 -> 0.919; 0.740 -> 0.758; 0.246 -> 0.560; 0.052 -> 0.191 | Helped |
| use uncertainty-aware action extension | action-repetition policy · Bridge and Zigzag Gridworlds | normalized AUC: Bridge: 0.76 -> 0.86, 0.92 -> 0.92, 0.59 -> 0.83; Zigzag: 0.62 -> 0.84, 0.76 -> 0.89, 0.36 -> 0.76 | Helped |
| use n-step rather than 1-step Q-learning for the action-value function (ablation) | UTE · Atari 2600 games | average reward: The paper reports a 30.2% improvement (from 1.39 to 1.81). | Helped |
| select lambda adaptively (ablation) | UTE · Atari 2600 games | average reward | Mixed |
| set uncertainty parameter lambda to +2.0 instead of -2.0 (ablation) | UTE · Chain MDP, length 70 | normalized AUC: 0.01 -> 0.19 | Helped |
| use a more negative uncertainty parameter (ablation) | UTE · Gridworlds with risky lava regions | normalized AUC | Helped |
| use a fixed action repetition length | DDQN · Atari 2600 games | average reward | Hurt |
Surprising findings
- TempoRL performed substantially worse than vanilla DDQN in function-approximation Gridworlds, contrary to results reported in the original tabular setting.
- Fixed action repeat (j=4) fails at learning in most Atari games, highlighting the necessity of learning the extension policy.
Limitations
- Results on Atari are reported over few seeds (7) and only four games in the main comparison, with a short 10M-frame budget.
- Optimal uncertainty parameter λ is environment-dependent; adaptive λ is somewhat slower to learn.
- Ensemble of extension-policy heads adds computational and hyperparameter overhead.
Experimental setup
Datasets: Chain MDP Lava Gridworlds (Bridge, ZigZag, Cliff) Atari 2600 (Crazy Climber, Road Runner, Sea Quest, Up n Down) Pendulum-v0
Benchmarks: Chain MDP Gridworlds Bridge/ZigZag Atari 2600 (4 games) Pendulum-v0
Metrics: normalized AUC of reward average reward over last 100k steps coverage average reward over last 10k steps
Baselines: DDQN Fixed Repeat epsilon z-Greedy DAR TempoRL B-DQN DDPG FiGAR t-DDPG
Builds on: TempoRL Bootstrapped DQN Double DQN DAR epsilon z-greedy
Closest papers by meaning
- From Static Policies to Adaptive Priors in Offline Reinforcement Learning (NeurIPS 2026 · similarity 0.86)
- Improving planning and MBRL with temporally-extended actions (NeurIPS 2025 · similarity 0.86)
- Uncertainty-Based Smooth Policy Regularisation for Reinforcement Learning with Few Demonstrations (NeurIPS 2025 · similarity 0.85)
- Option-aware Temporally Abstracted Value for Offline Goal-Conditioned Reinforcement Learning (NeurIPS 2025 · similarity 0.85)
- Learning to Reuse Policies in State Evolvable Environments (ICML 2025 · similarity 0.85)
- Beyond-Expert Performance with Limited Demonstrations: Efficient Imitation Learning with Double Exploration (ICLR 2025 · similarity 0.85)
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