arXiv:2608. 12912v1 Announce Type: new Abstract: This paper considers the overestimation bias problem of Q-learning in the setting of a large action space, for the purpose of relieving the bottleneck of existing methods.
By Pu Li, Tao Tan, Hong Xie, Xiaoyu Shi, Mingsheng Shang
arXiv:2608. 02034v1 Announce Type: new Abstract: Multi-step returns accelerate reward propagation in off-policy reinforcement learning, but couple the evaluation of each decision to the suboptimal logged actions that follow it, inducing a pessimistic bias that grows with the horizon.
By Abdelghani Ghanem, Mounir Ghogho
arXiv:2608. 00908v1 Announce Type: cross Abstract: Modern network policy control maps intent to sequential placement-control decisions.
By Zuyuan Zhang, Vaneet Aggarwal, Tian Lan
arXiv:2608. 03069v1 Announce Type: new Abstract: Deep Q-Networks (DQNs) learn value functions through bootstrapped temporal-difference updates, where future returns are approximated using a greedy maximization over next-state action values.
By Lipeng Zu, Xiaonan Zhang
arXiv:2607. 19397v1 Announce Type: new Abstract: Deep Q-networks use target networks to stabilise bootstrapped value learning, but the standard hard copy update also introduces a tradeoff.
By Adrian Ly, Richard Dazeley, Peter Vamplew, Sunil Aryal, Francisco Cruz
arXiv:2606. 25556v1 Announce Type: cross Abstract: Stepwise group-based RL is an attractive way to train long-horizon LLM agents without a learned critic: it reuses multiple sampled rollouts to estimate local advantages.
By Hanyang Wang, Weijieying Ren, Yuxiang Zhang, Ding Cao, Zhizhao Zeng, Ke Zeng, Tianxiang Zhao
The paper introduces LUGL (Local Updates, Global Learning), a framework that separates data collection from model fitting, allowing non‑incremental learners such as gradient‑boosted trees (LightGBM) to be used in reinforcement learning for games. LUGL alternates between a local update phase—where agents play self‑play games and store tabular updates—and a global learning phase—where a function approximator is trained on the accumulated table before it is reset. Experiments on both perfect‑information and imperfect‑information games show that LightGBM‑based agents perform competitively or better than neural‑network baselines like DQN and DeepCFR.
By David Milec, Spyridon Samothrakis, Michael Fairbank, Dennis J. N. J. Soemers
arXiv:2608. 07335v1 Announce Type: cross Abstract: Recent advancements in deep reinforcement learning have increasingly favored simplified, highly parallelized paradigms.
By Taha Shieenavaz, Shabnam Zareshahraki, Loris Nanni
arXiv:2607. 14171v1 Announce Type: new Abstract: Reinforcement learning has emerged as the dominant paradigm for training large language model (LLM) agents that interact with executable sandboxes.
By Bowei He, Yankai Chen, Xiaokun Zhang, Xue Liu
arXiv:2602. 16086v3 Announce Type: replace-cross Abstract: Recent collapse-free quantizers such as FSQ achieve stable training by replacing the learnable codebook with an engineered geometry: a fixed scalar grid whose structure is dictated by the codebook size K.
By Idil Bilge Altun, Mert Onur Cakiroglu, Elham Buxton, Mehmet Dalkilic, Hasan Kurban
arXiv:2609.00892v1 Announce Type: new
Abstract: Rubric-based reinforcement learning decomposes open-ended instructions into prompt-specific, flexible rubrics, making it better suited than reinforceme...
By Siyuan Li, Xinxin Song, Chen Ruinian, Jingjing Fan, Tingxiong Xiao, Yangen Hu, Ke Zeng, Jinli Suo
arXiv:2607. 08340v1 Announce Type: cross Abstract: Q-learning is a fundamental algorithm in reinforcement learning (RL) for solving discounted Markov decision processes (MDPs) when the transition kernel is unknown.
By Donghwan Lee