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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Combining policy gradient and Q-learning · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/1611.01626/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/1611.01626/feed.xml" rel="self" type="application/rss+xml" /><item><title>Combining policy gradient and Q-learning — mentioned by indescions_2017</title><link>https://news.ycombinator.com/item?id=15529468</link><guid isPermaLink="false">urn:hackerpapers:mention:1611.01626:15529468</guid><pubDate>Sun, 22 Oct 2017 22:49:56 GMT</pubDate><description>&lt;p&gt;DeepMind&amp;#x27;s Combining Policy Gradient and Q-Learning provides good historical background: https://arxiv.org/pdf/1611.01626.pdf And archived videos from Berkeley&amp;#x27;s Deep RL Bootcamp is a crash course to get one up to speed: https://sites.google.com/view/deep-rl-bootcamp/lectures But consider the multi-model Q-distribution in Fig. 3. That graph, and the variance of its peaks, is the key to understanding why training Deep RL algorithms becomes so intractable in stochastic, real-world settings. Max Entropy Estimation and approximate Bellmen Equations will do very well in Atari games for example. Or…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1611.01626/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.LG</category></item></channel></rss>
