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Playing Atari with Deep Reinforcement Learning

Canonical reference. 83% of citing Pith papers cite this work as background.

137 Pith papers citing it
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abstract

We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learning Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them.

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  • abstract We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learning Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them.

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cs.CV · 2026-04-05 · unverdicted · novelty 8.0

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Consistency models achieve fast one-step generation with SOTA FID of 3.55 on CIFAR-10 and 6.20 on ImageNet 64x64 by directly mapping noise to data, outperforming prior distillation techniques.

TabQL: In-Context Q-Learning with Tabular Foundation Models

cs.LG · 2026-05-18 · unverdicted · novelty 7.0

TabQL is a reinforcement learning framework that substitutes a tabular foundation model with in-context capabilities for the parametric Q-network in DQN, with a warm-up phase and theoretical analysis claiming improved sample efficiency.

ASH: Agents that Self-Hone via Embodied Learning

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On-line Learning in Tree MDPs by Treating Policies as Bandit Arms

cs.AI · 2026-05-06 · unverdicted · novelty 7.0

Bandit algorithms can be adapted to Tree MDPs by treating policies as arms with shared-data confidence bounds, achieving polynomial memory and instance-dependent bounds on sample complexity and regret that depend on terminal-state gaps rather than all policies.

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Reinforcement Learning via Value Gradient Flow

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VGF solves behavior-regularized RL by transporting particles from a reference distribution to the value-induced optimal policy via discrete value-guided gradient flow.

Adaptive Ensemble Aggregation for Actor-Critics

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AEA dynamically aggregates ensembles in off-policy actor-critics from training dynamics, with proofs of convergence to an error-minimizing equilibrium, bias shrinkage with ensemble size, and monotonic policy improvement.

Deep Computerized Adaptive Testing

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A multivariate Bayesian IRT CAT framework accelerated by direct sampling and optimized with double deep Q-learning for non-myopic item selection.

Learning Interactive Real-World Simulators

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Voyager: An Open-Ended Embodied Agent with Large Language Models

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Voyager achieves superior lifelong learning in Minecraft by combining an automatic exploration curriculum, a library of executable skills, and iterative LLM prompting with environment feedback, yielding 3.3x more unique items and 15.3x faster milestone unlocks than prior methods while generalizing技能

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