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Exploiting the Replay Memory Before Exploring the Environment: Enhancing Reinforcement Learning Through Empirical MDP Iteration

NeurIPS 2024 · Reinforcement learning › MDPs and planning · approach: Average-reward and regularized MDPs · 2 citations (OpenAlex)

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Proposes Empirical MDP Iteration (EMIT), which alternates solving an in-sample (empirical MDP) IQL-learned Q-bar function with growing the replay data, and uses it as a regularizer and exploration bonus for DQN and TD3.

Problem

Bellman optimality updates over the full MDP suffer estimation errors when the replay memory covers only part of the state-action space, especially with function approximation.

Approach

Learn an in-sample Q-bar (via IQL-style in-sample Bellman updates) on the empirical MDP defined by replay data, regularize the standard Q-learning loss toward Q-bar, and use |Q - Q-bar| as an exploration bonus so the data grows iteratively toward the original MDP.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Apply EMIT with IQL to DQNDQN · Atarimean scoreHelped
Apply EMIT with IQL to TD3TD3 · MuJoComean scoreHelped
Use EMITDQN and TD3 · Atari and MuJoCo tasksnormalized score: 19 out of 28 tasksHelped
Add Q-function loss regularization toward the empirical-MDP value function (ablation)EMIT · Breakout and HalfCheetahmean scoreHelped
Add the value-difference exploration bonus (ablation)EMIT · Breakout and HalfCheetahmean scoreHelped
Add both loss regularization and the value-difference exploration bonus (ablation)DQN and TD3 · Breakout and HalfCheetahmean scoreHelped

Surprising findings

Limitations

Experimental setup

Datasets: Atari (20 games, ALE) MuJoCo (8 tasks) CliffWalk (toy)

Benchmarks: Atari MuJoCo CliffWalk

Metrics: mean score normalized score value difference Vdiff policy change

Baselines: DQN C51 IQN Rainbow SAC TD3 XQL TRPO PPO

Builds on: DQN TD3 Implicit Q-learning Double Q-learning Bellman optimality equation

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