REVIEW 3 major objections 6 minor 39 references
Reinforcement Learning for Game-Theoretic Resource Allocation on Graphs
T0 review · 3 major / 6 minor · reviewed 2026-08-15 · deepseek-v4-flash
Pith's one-line read Standard deep reinforcement learning, with graph-constrained action masking, learns winning strategies in multi-step Colonel Blotto games on graphs.
desk verdict The action-mask construction and asymmetric-graph experiments earn a look, but the MDP formulation is broken: the state s=d1-d2 discards the information needed to define legal actions, so the theoretical claim does not hold as written. read the letter →
The pith
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
The reading
What carries the argument
The action-displacement adjacency matrix $J$ is the load-bearing object. For a distribution $d$ with $M$ units, the paper assigns each resource a one-hot row for its node, forms $J = \hat{d} H'$, where $H'$ is the adjacency matrix $H$ with row $i$ cyclically left-shifted by $i$ positions, and reads $J_{j,k}=1$ as "resource $j$ may move $k$ steps clockwise." This matrix converts the graph constraint into a mask over a fixed $M$-by-$N$ action table, so DQN's Q-values and PPO's policy logits can be filtered to legal actions; Theorem 1 proves the mask is exactly the set of legal moves, and Theorem 2 gives the deterministic update $d' = \sum_j \hat{d}_{j,:} P^{a_j}$ for the next distribution. Together they turn a moving-boundary action space into a fixed-size, distribution-dependent mask.
What would settle it
Compare two positions that give the same state $s$ but different distributions: on a two-node path with $M=3$, $d_1=(3,0), d_2=(2,1)$ and $d_1'=(2,1), d_2'=(1,2)$ both give $s=(1,-1)$, yet the first player's legal moves from $d_1$ differ from those from $d_1'$. If a DQN trained on $s$ alone assigns a different Q-value to the same $(s,a)$ pair depending on which hidden distribution produced it, or if replacing $s$ by the full pair $(d_1,d_2)$ changes the reported win rates, the MDP formulation's sufficiency claim fails.
Extended reading notes
Core claim
On the paper's own terms, the central discovery is that an MDP formulation with state $s = d_1 - d_2$, reward $+1/0/-1$ by node majority, and the action-displacement matrix $J$ (built by cyclically shifting each row of the graph adjacency matrix by the node index and lifting the resource distribution to one-hot rows) makes the graph-constrained multi-step Blotto game learnable by DQN and PPO. Theorem 1 states that for a resource at node $n_j$, a displacement $k$ is legal exactly when $J_{j,k}=1$, i.e. $H_{n_j,(n_j+k) \bmod N}=1$. Empirically the trained policies beat random and greedy opponents, approach 50-50 play against another learned policy, and on asymmetric graphs exploit permanent-control and forced-movement structures enough to raise win rates far above random-policy baselines (DQN and PPO reach 100% on $G_2$, and the disadvantaged side's win rate improves from 20% to 25-33%).
Load-bearing premise
The load-bearing premise is that the difference state $s = d_1 - d_2$ contains enough information to choose an optimal action, although the legal moves at each step depend on each player's full distribution and two different distributions can yield the same difference.
Editorial extensions
If this is right
- On the five tested graphs, both DQN and PPO beat random and greedy opponents, so graph-constrained Blotto does not require bespoke game solvers; standard RL with legal-action masking suffices for the studied sizes.
- When both players are trained RL agents, win rates settle near 50%, meaning mutual learning reaches a balanced outcome under symmetric initialization on $G_0$ and $G_1$.
- Asymmetric graph structure is exploitable: DQN and PPO reach 100% win rate on $G_2$ where one node is unreachable, and the disadvantaged player still improves from 20% to 25-33% win rate by learning.
- Randomness in initial distributions trades off against generalization: agents trained on fixed deterministic initializations beat the trained opponent 100% but drop to about 50% against a random opponent, while random initialization improves robustness.
- With unequal resources (7 vs 8), RL raises the weaker player's win rate from 17% under random play to 23-24%, showing the learned policy partially compensates for numeric disadvantage.
Reading between the lines
- The state $s = d_1 - d_2$ may be information-deficient: two positions with the same difference can have different legal action sets, so an $s$-only MDP has transitions that are not well-defined; a testable fix is to include each player's own distribution (or a factored encoding) and check whether win rates against adaptive opponents improve.
- Because $J$ is built from cyclic shifts of the adjacency matrix, the masking operation is differentiable and batched, so the same construction should extend to larger graphs and to graph neural network policies, not just MLP DQN and PPO.
- The asymmetric-graph results suggest learned policies discover structural 'fortresses' (e.g., holding an isolated node with one unit); formalizing this as a graph-theoretic condition on winning regions could predict when RL will succeed before running experiments.
- Self-play convergence near 50% on symmetric graphs is consistent with either a mixed equilibrium or policy cycling; distinguishing the two by tracking the policies' entropy or by evaluating the final policy against a best-response oracle would clarify what the agents actually learned.
Signed reviews
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. The paper proposes a reinforcement learning framework for a multi-step Colonel Blotto game on graphs (GRAG). The authors formulate the game as an MDP with state s = d1 - d2 (the difference of the two players' resource distributions), introduce an action-displacement adjacency matrix that generates the set of valid graph-constrained actions at each step, and train DQN and PPO agents against random, greedy, and self-play opponents on small symmetric and asymmetric graphs. They report win rates on five graphs and conclude that both algorithms outperform baselines, exploit structural asymmetries, and converge to a balanced 50% win rate in self-play.
Significance. If the MDP formulation were sound, the paper would offer a useful engineering contribution: a concrete action-masking mechanism for graph-constrained Blotto games and an empirical comparison of two standard RL algorithms in that setting. The action-displacement adjacency matrix construction in Section III-B is concrete, and the linear-algebraic characterization in Theorems 1 and 2 is a helpful formalization. A strength is that the reported win rates are obtained against external baselines (random and greedy opponents) rather than fitted targets, so there is no circular fitting of the headline numbers. However, the central state-compression claim is not justified: the state s = d1 - d2 is not a sufficient statistic for the players' decision problem, which undermines the claim that the game is modeled as an MDP and the theoretical status of the learned policies. The experiments are on very small graphs and are reported without error bars or seed information, so the broad generalization claims should be tempered.
major comments (3)
- [Section III-A, definition of S; Section III-B, Eq. (3)] The state s = d1 - d2 is not a sufficient statistic for the MDP. The valid action set in Eq. (3) is generated from the player's own full distribution d_t, and the next state s' = T(d1,a1) - T(d2,a2) depends on the absolute distributions through the resource locations. Two different underlying states can give the same s but different legal moves and different transitions. For example, with N=2, M=3 and an adjacency matrix H = [[1,1],[1,0]], s=(1,-1) is consistent with d1=(2,1), d2=(1,2) and also with d1=(1,2), d2=(0,3); in the first case Player 1 has two resources on node 0 and one on node 1, while in the second case the counts are reversed, so the valid action sets differ. Consequently P(s'|s,a) is not well-defined as a function of s alone, and the Bellman target max_{a'}Q(s',a') is not a function of s'. This invalidates the claim in Section II-A that the game satisfies the Markov property for the chosen state representation. In the implementation, the agent additionally conditions on its own distribution through the action mask, so the learned object is not actually a policy π(a|s) as described. To make the MDP formulation valid, the state must include the full distributions (d1,d2) or a sufficient statistic; otherwise the learning problem is a POMDP with an insufficient observation and the convergence claims do not follow.
- [Section III-B, Theorem 1 proof, Eq. (4)-(6); Theorem 2, Eq. (8)] The permutation matrix P defined by P_{ij}=1 iff j ≡ i-1 (mod N) satisfies e_k P = e_{k-1}, not e_{k+1} as claimed in the text; it implements a right shift, not a left shift. The same sign error propagates into Theorem 2, where e_{n_j} P^{a_j} would move a resource to node n_j - a_j rather than the intended n_j + a_j. The intended left-shift construction requires P_{ij}=1 iff j ≡ i+1 (mod N), or equivalently the use of P^T. The final formulas in Eq. (7) and Eq. (8) are correct under the intended convention, so the theorem statements are likely correct, but the proofs as written are internally inconsistent and need correction.
- [Abstract and Tables I-IV] The abstract claims that both DQN and PPO 'consistently outperform baseline strategies,' but several PPO test results are at or below chance against a random policy. For example, Table II (C3, Greedy π1, Random column) reports 43%, and Table IV (C4, Greedy π1, Random column) reports 43%; the RL-vs-RL rows in Tables II and IV also contain values such as 37%, 44%, and 40%. These entries contradict the unqualified 'consistently' claim. The performance statement should be qualified to distinguish training performance from generalization performance and to acknowledge that PPO often fails to beat a random opponent after training against a fixed greedy policy.
minor comments (6)
- [Section III-A] The acronym 'CRAG' appears in the first paragraph; it should be 'GRAG'.
- [Section III-C, Eq. (9)] The definition of J'_1 for virtual resources is unclear. Virtual resources should be constrained to action 0, so the corresponding rows should have a single 1 in the first column, but the notation '1T_{M-M1,0}' is ambiguous and appears to suggest an all-ones block. Please clarify the construction.
- [Figure 7 caption] The caption refers to graphs G1 and G3, while the text describes the episodes as being on G2 and G4. These references should be made consistent.
- [Section IV-E and Table V] The text states that PPO achieves a 71% win rate on G3, but Table V reports 72%. The numbers should be reconciled.
- [Tables I-IV] The header 'Train/Test' and the notation '100%∼50%' are not defined. Please clarify which entries are training win rates and which are test win rates against random and greedy opponents, and define the '∼' notation.
- [Section IV] No number of random seeds, standard deviations, or hyperparameter settings are reported for the win rates in Tables I-V. Adding this information is necessary to assess the reliability of the empirical claims.
Circularity Check
No significant circularity: the RL win-rate results are empirical comparisons, and the valid-action encoding is definitional rather than a fitted prediction.
full rationale
The paper's central reported results—win rates against random, greedy, and self-play opponents—are obtained by training DQN and PPO in the described environment, not by fitting parameters to those outcomes. The action-displacement adjacency matrix J is constructed directly from the adjacency matrix H and current distribution d_t (Eq. 2), and Theorem 1 proves the equivalence J_{j,k}=H_{n_j,(n_j+k) mod N}; this is a formal encoding of the graph constraint, not a prediction derived from its own conclusion. No fitted constant is renamed as a discovery, and the 50% self-play convergence is an emergent empirical observation rather than an input. The only self-citations ([17], used for background on the on-graph CBG and in future work on heterogeneous resources) are not load-bearing: the paper redefines the game and MDP in Sections II-A and III-A/B, so those citations are background rather than the justification for the reported results. The potential insufficiency of the state s=d1-d2, where valid actions depend on absolute distributions, is a modeling-soundness concern, not a circularity: even if the MDP formulation were flawed, the experimental win rates would remain empirical outputs rather than identities with the model's inputs. Therefore no circular step is exhibited.
Assumptions & free parameters
free parameters (3)
- Discount factor gamma =
not reported
- Exploration schedule and training iterations =
not reported
- Neural network architecture for DQN and PPO =
not reported
assumptions (5)
- domain assumption The game is zero-sum with simultaneous moves and rewards of opposite sign (R2_t = -R1_t).
- domain assumption The state s = d1 - d2 is a sufficient representation of the game for both players.
- domain assumption A resource may always stay in place: the adjacency matrix H has H_ii = 1 for every node i.
- domain assumption The episode terminates as soon as one player controls strictly more nodes, with reward +1, -1, or 0 according to Eq. (1).
- standard math Standard linear algebra for cyclic shifts and one-hot lifting.
Cite this review
Pith. "Pith review of Reinforcement Learning for Game-Theoretic Resource Allocation on Graphs." pith.science (2026). https://pith.science/paper/GHUK42AR
@misc{pith2026250506319,
author = {Pith},
title = {Pith review of: Reinforcement Learning for Game-Theoretic Resource Allocation on Graphs},
year = {2026},
howpublished = {\url{https://pith.science/paper/GHUK42AR}},
note = {Machine review of arXiv:2505.06319}
}
abstract
Game-theoretic resource allocation on graphs (GRAG) involves two players competing over multiple steps to control nodes of interest on a graph, a problem modeled as a multi-step Colonel Blotto Game (MCBG). Finding optimal strategies is challenging due to the dynamic action space and structural constraints imposed by the graph. To address this, we formulate the MCBG as a Markov Decision Process (MDP) and apply Reinforcement Learning (RL) methods, specifically Deep Q-Network (DQN) and Proximal Policy Optimization (PPO). To enforce graph constraints, we introduce an action-displacement adjacency matrix that dynamically generates valid action sets at each step. We evaluate RL performance across a variety of graph structures and initial resource distributions, comparing against random, greedy, and learned RL policies. Experimental results show that both DQN and PPO consistently outperform baseline strategies and converge to a balanced $50\%$ win rate when competing against the learned RL policy. Particularly, on asymmetric graphs, RL agents successfully exploit structural advantages and adapt their allocation strategies, even under disadvantageous initial resource distributions.
Figures
Figures from the paper (4 more)
Reference graph
Works this paper leans on
-
[1]
To compute or not to compute? adaptive smart sensing in resource-constrained edge computing,
L. Ballotta, G. Peserico, F. Zanini, and P. Dini, “To compute or not to compute? adaptive smart sensing in resource-constrained edge computing,”IEEE Transactions on Network Science and Engineering, vol. 11, pp. 736–749, 2022. [Online]. Available: https://api.semanticscholar.org/CorpusID:252090339
work page 2022
-
[2]
Energy-efficient industrial internet of things in green 6g networks,
X. N. Fernando and G. L ˘az˘aroiu, “Energy-efficient industrial internet of things in green 6g networks,”Applied Sciences, 2024. [Online]. Available: https://api.semanticscholar.org/CorpusID:272909251
work page 2024
-
[3]
Cooperative air and ground surveillance,
B. Grocholsky, J. Keller, V . Kumar, and G. Pappas, “Cooperative air and ground surveillance,”IEEE Robotics & Automation Magazine, vol. 13, no. 3, pp. 16–25, 2006
work page 2006
-
[4]
Planning for opportunistic surveil- lance with multiple robots,
D. Thakur, M. Likhachev, J. Keller, V . Kumar, V . Dobrokhodov, K. Jones, J. Wurz, and I. Kaminer, “Planning for opportunistic surveil- lance with multiple robots,” in2013 IEEE/RSJ International Conference on Intelligent Robots and Systems. IEEE, 2013, pp. 5750–5757
work page 2013
-
[5]
Failure-Resilient Coverage Maximization with Multiple Robots
I. E. Rabban and P. Tokekar, “Improved resilient coverage maximization with multiple robots,”ArXiv, vol. abs/2007.02204, 2020. [Online]. Available: https://api.semanticscholar.org/CorpusId:220364130
work page Pith review arXiv 2007
-
[6]
Game tree search for minimizing detectability and maximizing visibility,
Z. Zhang, J. Smereka, J. Lee, L. Zhou, Y . Sung, and P. Tokekar, “Game tree search for minimizing detectability and maximizing visibility,” Autonomous Robots, vol. 45, pp. 283 – 297, 2021. [Online]. Available: https://api.semanticscholar.org/CorpusId:231668346
work page 2021
-
[7]
Stackelberg game approaches for anti-jamming defence in wireless networks,
L. Jia, Y . Xu, Y . Sun, S. Feng, and A. Anpalagan, “Stackelberg game approaches for anti-jamming defence in wireless networks,” IEEE Wireless Communications, vol. 25, pp. 120–128, 2018. [Online]. Available: https://api.semanticscholar.org/CorpusId:44149661
work page 2018
-
[8]
Jamming Intrusions in Extreme Bandwidth Communication: A Comprehensive Overview
M.-S. Alouini, Y . Ata, R. Priyadarshani, and K. Park, “Jamming intrusions in extreme bandwidth communication: A comprehensive overview,”ArXiv, vol. abs/2403.19868, 2024. [Online]. Available: https://api.semanticscholar.org/CorpusId:268793863
work page Pith review arXiv 2024
Show all 39 references
-
[9]
Equilibrium approximating and online learning for anti-jamming game of satellite communication power allocation,
M. Zou, J. Chen, J. Luo , Z. Hu , and S. Chen, “Equilibrium approximating and online learning for anti-jamming game of satellite communication power allocation,”Electronics, 2022. [Online]. Available: https://api.semanticscholar.org/CorpusId:253282601
2022
-
[10]
An efficient security mechanism for high-integrity wireless sensor networks,
J. Sen, “An efficient security mechanism for high-integrity wireless sensor networks,”ArXiv, vol. abs/1111.0380, 2010. [Online]. Available: https://api.semanticscholar.org/CorpusId:6682843
2010 arXiv
-
[11]
Cyber network resilience against self-propagating malware attacks,
M. K. Wilden, N. Perra, T. Eliassi-Rad, N. Gozzi, S. Boboila, A. Oprea, P. Angadi, J. E. Loughner, and A. Chernikova, “Cyber network resilience against self-propagating malware attacks,”ArXiv, vol. abs/2206.13594,
-
[12]
Hibid: A cross-channel constrained bidding system with budget allocation by hierarchical offline deep reinforcement learning,
H. Wang, B. Tang, C. H. Liu, S. Mao, J. Zhou, Z. Dai, Y . Sun, Q. Xie, X. Wang, and D. Wang, “Hibid: A cross-channel constrained bidding system with budget allocation by hierarchical offline deep reinforcement learning,”IEEE Transactions on Computers, vol. 73, pp. 815–828, 202...
2023
-
[13]
Fairness-aware competitive bidding influence maximization in social networks,
C. Zhang, J. Zhou, J. Wang, J. Fan, and Y . Shi, “Fairness-aware competitive bidding influence maximization in social networks,”IEEE Transactions on Computational Social Systems, vol. 11, pp. 2147–2159,
-
[14]
La th ´eorie du jeu et les ´equations int ´egralesa noyau sym´etrique,
E. Borel, “La th ´eorie du jeu et les ´equations int ´egralesa noyau sym´etrique,”Comptes rendus de l’Acad ´emie des Sciences, vol. 173, no. 1304-1308, p. 58, 1921
1921
-
[15]
The theory of play and integral equations with skew symmetric kernels,
——, “The theory of play and integral equations with skew symmetric kernels,”Econometrica: journal of the Econometric Society, pp. 97–100, 1953
1953
-
[16]
Dynamic defender- attacker blotto game,
D. Shishika, Y . Guan, M. Dorothy, and V . Kumar, “Dynamic defender- attacker blotto game,” in2022 American Control Conference (ACC). IEEE, 2022, pp. 4422–4428
2022
-
[17]
Double oracle algorithm for game-theoretic robot allocation on graphs,
Z. An and L. Zhou, “Double oracle algorithm for game-theoretic robot allocation on graphs,”IEEE Transactions on Robotics, Accepted, 2025
2025
-
[18]
Mastering atari, go, chess and shogi by planning with a learned model,
J. Schrittwieser, I. Antonoglou, T. Hubert, K. Simonyan, L. Sifre, S. Schmitt, A. Guez, E. Lockhart, D. Hassabis, T. Graepelet al., “Mastering atari, go, chess and shogi by planning with a learned model,” Nature, vol. 588, no. 7839, pp. 604–609, 2020
2020
-
[19]
Mastering chess and shogi by self-play with a general reinforcement learning algorithm,
D. Silver, T. Hubert, J. Schrittwieser, I. Antonoglou, M. Lai, A. Guez, M. Lanctot, L. Sifre, D. Kumaran, T. Graepelet al., “Mastering chess and shogi by self-play with a general reinforcement learning algorithm,” arXiv preprint arXiv:1712.01815, 2017
2017 arXiv
-
[20]
A general reinforcement learning algorithm that masters chess, shogi, and go through self-play,
——, “A general reinforcement learning algorithm that masters chess, shogi, and go through self-play,”Science, vol. 362, no. 6419, pp. 1140– 1144, 2018
2018
-
[21]
Giraffe: Using deep reinforcement learning to play chess,
M. Lai, “Giraffe: Using deep reinforcement learning to play chess,” arXiv preprint arXiv:1509.01549, 2015
2015 arXiv
-
[22]
A game theory–reinforcement learning (gt–rl) method to develop optimal operation policies for multi-operator reservoir systems,
K. Madani and M. Hooshyar, “A game theory–reinforcement learning (gt–rl) method to develop optimal operation policies for multi-operator reservoir systems,”Journal of Hydrology, vol. 519, pp. 732–742, 2014
2014
-
[23]
Applying reinforcement learning to small scale combat in the real-time strategy game starcraft: Broodwar,
S. Wender and I. Watson, “Applying reinforcement learning to small scale combat in the real-time strategy game starcraft: Broodwar,” in 2012 IEEE conference on computational intelligence and games (cig). IEEE, 2012, pp. 402–408
2012
-
[24]
Towards playing full moba games with deep reinforcement learning,
D. Ye, G. Chen, W. Zhang, S. Chen, B. Yuan, B. Liu, J. Chen, Z. Liu, F. Qiu, H. Yuet al., “Towards playing full moba games with deep reinforcement learning,”Advances in Neural Information Processing Systems, vol. 33, pp. 621–632, 2020
2020
-
[25]
Deep reinforcement learning based resource allocation for v2v communications,
H. Ye, G. Y . Li, and B.-H. F. Juang, “Deep reinforcement learning based resource allocation for v2v communications,”IEEE Transactions on Vehicular Technology, vol. 68, no. 4, pp. 3163–3173, 2019
2019
-
[26]
Multi-agent reinforcement learning- based resource allocation for uav networks,
J. Cui, Y . Liu, and A. Nallanathan, “Multi-agent reinforcement learning- based resource allocation for uav networks,”IEEE Transactions on Wireless Communications, vol. 19, no. 2, pp. 729–743, 2019
2019
-
[27]
Dynamical resource allocation in edge for trustable internet-of-things systems: A reinforcement learning method,
S. Deng, Z. Xiang, P. Zhao, J. Taheri, H. Gao, J. Yin, and A. Y . Zomaya, “Dynamical resource allocation in edge for trustable internet-of-things systems: A reinforcement learning method,”IEEE Transactions on Industrial Informatics, vol. 16, no. 9, pp. 6103–6113, 2020
2020
-
[28]
Reinforcement learning agents in colonel blotto,
J. C. G. Noel, “Reinforcement learning agents in colonel blotto,”arXiv preprint arXiv:2204.02785, 2022
2022 arXiv
-
[29]
Human-level control through deep reinforcement learning,
V . Mnih, K. Kavukcuoglu, D. Silver, A. A. Rusu, J. Veness, M. G. Bellemare, A. Graves, M. Riedmiller, A. K. Fidjeland, G. Ostrovski et al., “Human-level control through deep reinforcement learning,” nature, vol. 518, no. 7540, pp. 529–533, 2015
2015
-
[30]
Prox- imal policy optimization algorithms,
J. Schulman, F. Wolski, P. Dhariwal, A. Radford, and O. Klimov, “Prox- imal policy optimization algorithms,”arXiv preprint arXiv:1707.06347, 2017
2017 arXiv
-
[31]
Adaptiveε-greedy exploration in reinforcement learning based on value differences,
M. Tokic, “Adaptiveε-greedy exploration in reinforcement learning based on value differences,” inAnnual conference on artificial intel- ligence. Springer, 2010, pp. 203–210
2010
-
[32]
Pettingzoo: Gym for multi-agent reinforcement learning,
J. Terry, B. Black, N. Grammel, M. Jayakumar, A. Hari, R. Sullivan, L. S. Santos, C. Dieffendahl, C. Horsch, R. Perez-Vicenteet al., “Pettingzoo: Gym for multi-agent reinforcement learning,”Advances in Neural Information Processing Systems, vol. 34, pp. 15 032–15 043, 2021
2021
-
[33]
Tianshou: A highly modularized deep reinforcement learning library,
J. Weng, H. Chen, D. Yan, K. You, A. Duburcq, M. Zhang, Y . Su, H. Su, and J. Zhu, “Tianshou: A highly modularized deep reinforcement learning library,”Journal of Machine Learning Research, vol. 23, no. 267, pp. 1–6, 2022. [Online]. Available: http://jmlr.org/papers/v23/21-1127.html
2022
-
[34]
Deep reinforcement learning with double q-learning,
H. Van Hasselt, A. Guez, and D. Silver, “Deep reinforcement learning with double q-learning,” inProceedings of the AAAI conference on artificial intelligence, vol. 30, no. 1, 2016
2016
-
[35]
Dueling network architectures for deep reinforcement learning,
Z. Wang, T. Schaul, M. Hessel, H. Hasselt, M. Lanctot, and N. Freitas, “Dueling network architectures for deep reinforcement learning,” in International conference on machine learning. PMLR, 2016, pp. 1995– 2003
2016
-
[36]
Prioritized experience replay,
T. Schaul, J. Quan, I. Antonoglou, and D. Silver, “Prioritized experience replay,”arXiv preprint arXiv:1511.05952, 2015
2015 arXiv
-
[37]
A novel ddpg method with prioritized experience replay,
Y . Hou, L. Liu, Q. Wei, X. Xu, and C. Chen, “A novel ddpg method with prioritized experience replay,” in2017 IEEE international conference on systems, man, and cybernetics (SMC). IEEE, 2017, pp. 316–321
2017
-
[2022]
Available: https://api.semanticscholar.org/CorpusId: 250089045
[Online]. Available: https://api.semanticscholar.org/CorpusId: 250089045
-
[2023]
Available: https://api.semanticscholar.org/CorpusId: 259539732
[Online]. Available: https://api.semanticscholar.org/CorpusId: 259539732
Reviewed August 15, 2026 · model on record in the stance chip above.
Discussion (0). Continue with ORCID to comment.