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Exploiting the Replay Memory Before Exploring the Environment: Enhancing Reinforcement Learning Through Empirical MDP Iteration
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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
- EMIT on Atari (20 games) and MuJoCo (8 tasks) with normalized scores achieves the best average performance among compared methods (Fig. 4).
- EMIT either outperforms or is within 10% of the best baseline on 19 of 28 tasks.
- Regularizing Q toward the empirical Q-bar keeps the value difference Vdiff near zero on Breakout and HalfCheetah, versus clear over/underestimation for DQN and TD3.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Apply EMIT with IQL to DQN | DQN · Atari | mean score | Helped |
| Apply EMIT with IQL to TD3 | TD3 · MuJoCo | mean score | Helped |
| Use EMIT | DQN and TD3 · Atari and MuJoCo tasks | normalized score: 19 out of 28 tasks | Helped |
| Add Q-function loss regularization toward the empirical-MDP value function (ablation) | EMIT · Breakout and HalfCheetah | mean score | Helped |
| Add the value-difference exploration bonus (ablation) | EMIT · Breakout and HalfCheetah | mean score | Helped |
| Add both loss regularization and the value-difference exploration bonus (ablation) | DQN and TD3 · Breakout and HalfCheetah | mean score | Helped |
Surprising findings
- A passively learned in-sample IQL policy trained on data from an active DQN/TD3 agent matches or exceeds that agent's performance.
- Removing the regularization term hurts more than removing the exploration bonus.
Limitations
- Learns two Q functions, roughly doubling wall-clock time.
- Q-bar policy lacks its own exploration mechanism, so exploration relies on the Q-difference bonus.
- Theoretical guarantees are proven only for the tabular case.
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
Closest papers by meaning
- Replay Memory as An Empirical MDP: Combining Conservative Estimation with Experience Replay (ICLR 2023 · similarity 0.90)
- The Power of Resets in Online Reinforcement Learning (NeurIPS 2024 · similarity 0.89)
- Sample Efficient Reinforcement Learning with Partial Dynamics Knowledge (AAAI 2024 · similarity 0.87)
- A Computationally Efficient Algorithm for Infinite-Horizon Average-Reward Linear MDPs (ICML 2025 · similarity 0.87)
- Randomized Exploration for Reinforcement Learning with Multinomial Logistic Function Approximation (NeurIPS 2024 · similarity 0.87)
- Natural Policy Gradient as Doubly Smoothed Policy Iteration: A Bellman-Operator Framework (NeurIPS 2026 · similarity 0.87)
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