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arXiv:1509.06461cs.LG

Deep Reinforcement Learning with Double Q-learning

Hado van Hasselt, Arthur Guez, David Silver

Abstract

The popular Q-learning algorithm is known to overestimate action values under certain conditions. It was not previously known whether, in practice, such overestimations are common, whether they harm performance, and whether they can generally be prevented. In this paper, we answer all these questions affirmatively. In particular, we first show that the recent DQN algorithm, which combines Q-learning with a deep neural network, suffers from substantial overestimations in some games in the Atari 2600 domain. We then show that the idea behind the Double Q-learning algorithm, which was introduced in a tabular setting, can be generalized to work with large-scale function approximation. We propose a specific adaptation to the DQN algorithm and show that the resulting algorithm not only reduces the observed overestimations, as hypothesized, but that this also leads to much better performance on several games.

arXiv comments
AAAI 2016
Journal reference
DOI
Subjects
cs.LGMachine Learning

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Linked by 2 identifiable commenters in 2 comments across 2 threads, from Sep 2015 to Jun 2025. Found in 1 HN submission from Sep 2015 to Sep 2015. Open submission discussions.

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Discussed in comments2 threads

  1. Q-learning is not yet scalable 1 comment
    • I think the article's analysis of overapproximation bias is correct. The issue is that due to the Max operator in the Q learning noise is amplified over timesteps. Some methods to reduce this bias, such as https://arxiv.org/abs/1509.06461 were successful in improving the RL…

      DevelopingElkView on HNParent context

    • Here is a link to the underlying study, for people who are interested in digging into the data themselves: http://arxiv.org/pdf/1509.06461v1.pdf

      ClintEhrlichView on HNParent context

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