LGMay 29
The Challenges of Using Reinforcement Learning for Controlling Industrial Energy SystemsTobias Lademann, Théo Vincent, Jan Peters et al.
Reinforcement learning has shown promising results for optimizing the control of industrial energy systems, yet most existing studies remain limited to the application in simulation environments. We investigate the challenges of deploying reinforcement learning in a real-world industrial energy system, considering a thermal heating network as a use case. We formulate the task as a Markov Decision Process and systematically analyze the associated challenges along the structure of the formal description, including partial observability, action space design, reward design, and the simulation-to-reality gap. The challenges are grounded in an existing real-world deployment, where reinforcement learning achieves operational stability but shows a significant performance gap compared to simulation.
LGMay 27, 2025
Deep Reinforcement Learning Agents are not even close to Human IntelligenceQuentin Delfosse, Jannis Blüml, Fabian Tatai et al.
Deep reinforcement learning (RL) agents achieve impressive results in a wide variety of tasks, but they lack zero-shot adaptation capabilities. While most robustness evaluations focus on tasks complexifications, for which human also struggle to maintain performances, no evaluation has been performed on tasks simplifications. To tackle this issue, we introduce HackAtari, a set of task variations of the Arcade Learning Environments. We use it to demonstrate that, contrary to humans, RL agents systematically exhibit huge performance drops on simpler versions of their training tasks, uncovering agents' consistent reliance on shortcuts. Our analysis across multiple algorithms and architectures highlights the persistent gap between RL agents and human behavioral intelligence, underscoring the need for new benchmarks and methodologies that enforce systematic generalization testing beyond static evaluation protocols. Training and testing in the same environment is not enough to obtain agents equipped with human-like intelligence.
LGMar 4, 2024
Iterated $Q$-Network: Beyond One-Step Bellman Updates in Deep Reinforcement LearningThéo Vincent, Daniel Palenicek, Boris Belousov et al.
The vast majority of Reinforcement Learning methods is largely impacted by the computation effort and data requirements needed to obtain effective estimates of action-value functions, which in turn determine the quality of the overall performance and the sample-efficiency of the learning procedure. Typically, action-value functions are estimated through an iterative scheme that alternates the application of an empirical approximation of the Bellman operator and a subsequent projection step onto a considered function space. It has been observed that this scheme can be potentially generalized to carry out multiple iterations of the Bellman operator at once, benefiting the underlying learning algorithm. However, till now, it has been challenging to effectively implement this idea, especially in high-dimensional problems. In this paper, we introduce iterated $Q$-Network (i-QN), a novel principled approach that enables multiple consecutive Bellman updates by learning a tailored sequence of action-value functions where each serves as the target for the next. We show that i-QN is theoretically grounded and that it can be seamlessly used in value-based and actor-critic methods. We empirically demonstrate the advantages of i-QN in Atari $2600$ games and MuJoCo continuous control problems.
LGDec 20, 2023
Parameterized Projected Bellman OperatorThéo Vincent, Alberto Maria Metelli, Boris Belousov et al.
Approximate value iteration (AVI) is a family of algorithms for reinforcement learning (RL) that aims to obtain an approximation of the optimal value function. Generally, AVI algorithms implement an iterated procedure where each step consists of (i) an application of the Bellman operator and (ii) a projection step into a considered function space. Notoriously, the Bellman operator leverages transition samples, which strongly determine its behavior, as uninformative samples can result in negligible updates or long detours, whose detrimental effects are further exacerbated by the computationally intensive projection step. To address these issues, we propose a novel alternative approach based on learning an approximate version of the Bellman operator rather than estimating it through samples as in AVI approaches. This way, we are able to (i) generalize across transition samples and (ii) avoid the computationally intensive projection step. For this reason, we call our novel operator projected Bellman operator (PBO). We formulate an optimization problem to learn PBO for generic sequential decision-making problems, and we theoretically analyze its properties in two representative classes of RL problems. Furthermore, we theoretically study our approach under the lens of AVI and devise algorithmic implementations to learn PBO in offline and online settings by leveraging neural network parameterizations. Finally, we empirically showcase the benefits of PBO w.r.t. the regular Bellman operator on several RL problems.
LGJun 4, 2025
Bridging the Performance Gap Between Target-Free and Target-Based Reinforcement LearningThéo Vincent, Yogesh Tripathi, Tim Faust et al.
The use of target networks in deep reinforcement learning is a widely popular solution to mitigate the brittleness of semi-gradient approaches and stabilize learning. However, target networks notoriously require additional memory and delay the propagation of Bellman updates compared to an ideal target-free approach. In this work, we step out of the binary choice between target-free and target-based algorithms. We introduce a new method that uses a copy of the last linear layer of the online network as a target network, while sharing the remaining parameters with the up-to-date online network. This simple modification enables us to keep the target-free's low-memory footprint while leveraging the target-based literature. We find that combining our approach with the concept of iterated Q-learning, which consists of learning consecutive Bellman updates in parallel, helps improve the sample-efficiency of target-free approaches. Our proposed method, iterated Shared Q-Learning (iS-QL), bridges the performance gap between target-free and target-based approaches across various problems, while using a single Q-network, thus being a step forward towards resource-efficient reinforcement learning algorithms.
LGMar 8
Gradient Iterated Temporal-Difference LearningThéo Vincent, Kevin Gerhardt, Yogesh Tripathi et al.
Temporal-difference (TD) learning is highly effective at controlling and evaluating an agent's long-term outcomes. Most approaches in this paradigm implement a semi-gradient update to boost the learning speed, which consists of ignoring the gradient of the bootstrapped estimate. While popular, this type of update is prone to divergence, as Baird's counterexample illustrates. Gradient TD methods were introduced to overcome this issue, but have not been widely used, potentially due to issues with learning speed compared to semi-gradient methods. Recently, iterated TD learning was developed to increase the learning speed of TD methods. For that, it learns a sequence of action-value functions in parallel, where each function is optimized to represent the application of the Bellman operator over the previous function in the sequence. While promising, this algorithm can be unstable due to its semi-gradient nature, as each function tracks a moving target. In this work, we modify iterated TD learning by computing the gradients over those moving targets, aiming to build a powerful gradient TD method that competes with semi-gradient methods. Our evaluation reveals that this algorithm, called Gradient Iterated Temporal-Difference learning, has a competitive learning speed against semi-gradient methods across various benchmarks, including Atari games, a result that no prior work on gradient TD methods has demonstrated.
LGOct 2, 2025
Use the Online Network If You Can: Towards Fast and Stable Reinforcement LearningAhmed Hendawy, Henrik Metternich, Théo Vincent et al.
The use of target networks is a popular approach for estimating value functions in deep Reinforcement Learning (RL). While effective, the target network remains a compromise solution that preserves stability at the cost of slowly moving targets, thus delaying learning. Conversely, using the online network as a bootstrapped target is intuitively appealing, albeit well-known to lead to unstable learning. In this work, we aim to obtain the best out of both worlds by introducing a novel update rule that computes the target using the MINimum estimate between the Target and Online network, giving rise to our method, MINTO. Through this simple, yet effective modification, we show that MINTO enables faster and stable value function learning, by mitigating the potential overestimation bias of using the online network for bootstrapping. Notably, MINTO can be seamlessly integrated into a wide range of value-based and actor-critic algorithms with a negligible cost. We evaluate MINTO extensively across diverse benchmarks, spanning online and offline RL, as well as discrete and continuous action spaces. Across all benchmarks, MINTO consistently improves performance, demonstrating its broad applicability and effectiveness.
LGMar 3, 2025
Eau De $Q$-Network: Adaptive Distillation of Neural Networks in Deep Reinforcement LearningThéo Vincent, Tim Faust, Yogesh Tripathi et al.
Recent works have successfully demonstrated that sparse deep reinforcement learning agents can be competitive against their dense counterparts. This opens up opportunities for reinforcement learning applications in fields where inference time and memory requirements are cost-sensitive or limited by hardware. Until now, dense-to-sparse methods have relied on hand-designed sparsity schedules that are not synchronized with the agent's learning pace. Crucially, the final sparsity level is chosen as a hyperparameter, which requires careful tuning as setting it too high might lead to poor performances. In this work, we address these shortcomings by crafting a dense-to-sparse algorithm that we name Eau De $Q$-Network (EauDeQN). To increase sparsity at the agent's learning pace, we consider multiple online networks with different sparsity levels, where each online network is trained from a shared target network. At each target update, the online network with the smallest loss is chosen as the next target network, while the other networks are replaced by a pruned version of the chosen network. We evaluate the proposed approach on the Atari $2600$ benchmark and the MuJoCo physics simulator, showing that EauDeQN reaches high sparsity levels while keeping performances high.