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Counteractive RL: Rethinking Core Principles for Efficient and Scalable Deep Reinforcement Learning

NeurIPS 2025 · Reinforcement learning › Visual and representation RL · approach: Learned state and action representations · 0 citations (OpenAlex)

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Proposes CoAct TD learning, which takes the action minimizing the Q-function with probability epsilon during experience collection, and shows it raises temporal-difference magnitude and improves sample efficiency on the Atari 100K benchmark.

Problem

Sample inefficiency of deep RL in high-dimensional MDPs, where common exploration such as epsilon-greedy is simple and experience collection is not well targeted.

Approach

Replace the random exploratory action in epsilon-greedy with the counteractive action that minimizes the state-action value function, arguing that this yields higher temporal-difference transitions at zero extra computational cost, and apply it as a drop-in change to TD-based algorithms.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Replace ε-greedy exploration with CoAct TD counteractive actionsDDQN · ALE 100Khuman normalized median: 0.0377±0.0031 -> 0.0927±0.0050; 248%Helped
Replace NoisyNetworks exploration with CoAct TD counteractive actionsDDQN · ALE 100Khuman normalized median: 0.0457±0.0035 -> 0.0927±0.0050; 204%Helped
Replace ε-greedy exploration with CoAct TD counteractive actionsDDQN · ALE 100Khuman normalized 20th percentile: 0.0056±0.0017 -> 0.0145±0.0003Helped
Replace NoisyNetworks exploration with CoAct TD counteractive actionsDDQN · ALE 100Khuman normalized 20th percentile: 0.0102±0.0018 -> 0.0145±0.0003Helped
Replace ε-greedy exploration with CoAct TD counteractive actionsDDQN · ALE 100Khuman normalized 80th percentile: 0.2942±0.0233 -> 0.3762±0.0137Helped
Replace NoisyNetworks exploration with CoAct TD counteractive actionsDDQN · ALE 100Khuman normalized 80th percentile: 0.1913±0.0144 -> 0.3762±0.0137Helped
Use counteractive actions instead of ε-greedy actionsCoAct TD · ALE 100Knormalized temporal difference gain: up to 25 percentHelped

Surprising findings

Limitations

Experimental setup

Datasets: Arcade Learning Environment 100K benchmark Arcade Learning Environment 200M frames

Benchmarks: Arcade Learning Environment 100K Arcade Learning Environment 200M frames chain MDP

Metrics: human normalized median score 20th and 80th percentile human normalized score temporal difference magnitude normalized TD gain

Baselines: epsilon-greedy NoisyNetworks UCB QRDQN DDQN

Builds on: DDQN QRDQN prioritized experience replay epsilon-greedy NoisyNetworks

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