# Optimal Use of Experience in First Person Shooter Environments

**Authors:** Matthew Aitchison

arXiv: 1906.09734 · 2019-06-25

## TL;DR

This paper investigates the impact of experience reuse and update frequency in Deep Q-Learning for first-person shooter environments, confirming that updating every 4th step is optimal and that multiple updates per step do not enhance performance.

## Contribution

It provides empirical evidence on the optimal update frequency and challenges the assumption that multiple updates per environment step improve learning in Deep Q-Learning.

## Key findings

- Updating less frequently (up to 4:1 ratio) is effective.
- Multiple updates per environment step do not improve performance.
- Updating every 4th environmental step is validated as optimal.

## Abstract

Although reinforcement learning has made great strides recently, a continuing limitation is that it requires an extremely high number of interactions with the environment. In this paper, we explore the effectiveness of reusing experience from the experience replay buffer in the Deep Q-Learning algorithm. We test the effectiveness of applying learning update steps multiple times per environmental step in the VizDoom environment and show first, this requires a change in the learning rate, and second that it does not improve the performance of the agent. Furthermore, we show that updating less frequently is effective up to a ratio of 4:1, after which performance degrades significantly. These results quantitatively confirm the widespread practice of performing learning updates every 4th environmental step.

## Full text

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## Figures

4 figures with captions in the complete paper: https://tomesphere.com/paper/1906.09734/full.md

## References

14 references — full list in the complete paper: https://tomesphere.com/paper/1906.09734/full.md

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Source: https://tomesphere.com/paper/1906.09734