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Enabling Realtime Reinforcement Learning at Scale with Staggered Asynchronous Inference

ICLR 2025 · Reinforcement learning › Visual and representation RL · approach: In-context and adaptive RL · 0 citations (OpenAlex)

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Formalizes regret in realtime RL with asynchronous default behavior and proposes staggered asynchronous inference processes so large (up to 1B-parameter) DQN/Rainbow ResNet agents can act at consistent intervals in Game Boy (Pokémon, Tetris) and Atari realtime simulations.

Problem

Large neural network policies have long inference times, so in realtime environments that keep evolving during inference, sequential interaction forces inaction (default no-op actions) and persistent regret.

Approach

Decompose realtime regret into learning, inaction, and delay terms, and use multiple staggered asynchronous inference processes (with max-time or expected-time waiting schemes) so that actions are taken at consistent intervals, reducing the interaction time roughly linearly with the number of processes.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use staggered asynchronous inference and learning instead of sequential interactionDQN ResNet agents · Pokémon Blue battles and catchingprogress over timeHelped
Use staggered asynchronous inference instead of a single inference processDQN ResNet agents · Tetrisaverage episodic returnHelped
Use staggered asynchronous inference instead of a single inference processDQN ResNet agents · Boxing, Krull, and Name This Gameaverage episodic returnHelped
Use staggered asynchronous inference instead of a single inference processRainbow agents · Boxing, Krull, and Name This Gameaverage episodic returnHelped
Increase model size while using sequential interactionDQN ResNet agents · Tetrisaverage episodic returnHurt
Increase model size while using staggered asynchronous inferenceDQN ResNet agents · Tetrisaverage episodic returnHelped
Increase inference time and use staggered asynchronous inferenceDQN ResNet agents · Krullaverage episodic returnHelped
Increase inference time and use staggered asynchronous inferenceDQN ResNet agents · Boxingaverage episodic returnHurt
Use a 30-convolutional-layer ResNet instead of a 15-convolutional-layer ResNet (ablation)DQN Atari agents · Atariaverage episodic returnMixed
Use round-robin asynchronous learning with a larger batch size (ablation)DQN ResNet agents · Game Boy environmentslearning throughputHelped
Use Algorithm [ref] (maximum-time inference staggering) instead of Algorithm [ref] (expected-time staggering) (ablation)Asynchronous inference processes · Game Boy inference scaling with ε=0.5inference process requirement N*IHelped
Compare progress per non-noop action between asynchronous and sequential interactionDQN agents · Pokémon Blue battles and catchingprogress per non-noop actionNo clear effect

Surprising findings

Limitations

Experimental setup

Datasets: Pokémon Blue (Game Boy via Gymnasium Retro) Tetris (Game Boy via Gymnasium Retro) Boxing (Atari) Krull (Atari) Name This Game (Atari)

Benchmarks: Pokémon Blue battle encounters Pokémon Blue catching encounters Tetris Boxing Krull Name This Game

Metrics: battles won over time wild Pokémon caught over time average episodic return N*_I scaling N*_L scaling

Baselines: sequential interaction DQN parallel learning baseline single inference process human performance

Builds on: DQN Rainbow Gymnasium Retro round-robin asynchronous SGD random delay MDP

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