# Deep Recurrent Q-Learning for Partially Observable MDPs

arXiv: https://arxiv.org/abs/1507.06527 · HTML: https://mlsanity.com/paper/1507.06527/

## Key facts

- Cited by 465 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 23 Jul 2015.

## Built on by (most cited first, 30 of 465)

- [LIBERO: Benchmarking Knowledge Transfer for Lifelong Robot Learning](https://mlsanity.com/paper/2306.03310/) (2023)
- [Robust Reinforcement Learning on State Observations with Learned Optimal Adversary](https://mlsanity.com/paper/2101.08452/) (2021)
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- [Stabilizing Deep Q-Learning with ConvNets and Vision Transformers under Data Augmentation](https://mlsanity.com/paper/2107.00644/) (2021)
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- [S4RL: Surprisingly Simple Self-Supervision for Offline Reinforcement Learning](https://mlsanity.com/paper/2103.06326/) (2021)
- [Federated Reinforcement Learning: Techniques, Applications, and Open Challenges](https://mlsanity.com/paper/2108.11887/) (2021)
- [Fighting Copycat Agents in Behavioral Cloning from Observation Histories](https://mlsanity.com/paper/2010.14876/) (2020)
- [A Survey on Model-based Reinforcement Learning](https://mlsanity.com/paper/2206.09328/) (2022)
- [Cooperative Exploration for Multi-Agent Deep Reinforcement Learning](https://mlsanity.com/paper/2107.11444/) (2021)
- [Safe Reinforcement Learning via Shielding under Partial Observability](https://mlsanity.com/paper/2204.00755/) (2022)
- [Enhancing Deep Reinforcement Learning: A Tutorial on Generative Diffusion Models in Network Optimization](https://mlsanity.com/paper/2308.05384/) (2023)
- [Memory-based Deep Reinforcement Learning for POMDPs](https://mlsanity.com/paper/2102.12344/) (2021)
- [Bridging State and History Representations: Understanding Self-Predictive RL](https://mlsanity.com/paper/2401.08898/) (2024)
- [A Survey on Transformers in Reinforcement Learning](https://mlsanity.com/paper/2301.03044/) (2023)
- [An Introduction to Centralized Training for Decentralized Execution in Cooperative Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2409.03052/) (2024)
- [Adversarially Guided Actor-Critic](https://mlsanity.com/paper/2102.04376/) (2021)
- [HAMLET: Switch your Vision-Language-Action Model into a History-Aware Policy](https://mlsanity.com/paper/2510.00695/) (2025)
- [ELLA: Exploration through Learned Language Abstraction](https://mlsanity.com/paper/2103.05825/) (2021)
- [Deep Multiagent Reinforcement Learning: Challenges and Directions](https://mlsanity.com/paper/2106.15691/) (2021)
- [AMAGO: Scalable In-Context Reinforcement Learning for Adaptive Agents](https://mlsanity.com/paper/2310.09971/) (2023)
- [Provable Reinforcement Learning with a Short-Term Memory](https://mlsanity.com/paper/2202.03983/) (2022)
- [UPDeT: Universal Multi-agent Reinforcement Learning via Policy Decoupling with Transformers](https://mlsanity.com/paper/2101.08001/) (2021)
- [History Compression via Language Models in Reinforcement Learning](https://mlsanity.com/paper/2205.12258/) (2022)
- [Deep Transformer Q-Networks for Partially Observable Reinforcement Learning](https://mlsanity.com/paper/2206.01078/) (2022)
- [Scalable Multi-Agent Reinforcement Learning through Intelligent Information Aggregation](https://mlsanity.com/paper/2211.02127/) (2022)
- [On Transforming Reinforcement Learning by Transformer: The Development Trajectory](https://mlsanity.com/paper/2212.14164/) (2022)
- [Memory, Benchmark & Robots: A Benchmark for Solving Complex Tasks with Reinforcement Learning](https://mlsanity.com/paper/2502.10550/) (2025)
- [MASER: Multi-Agent Reinforcement Learning with Subgoals Generated from Experience Replay Buffer](https://mlsanity.com/paper/2206.10607/) (2022)
- [Multi-agent Reinforcement Learning: A Comprehensive Survey](https://mlsanity.com/paper/2312.10256/) (2023)

## Abstract (arXiv)

Deep Reinforcement Learning has yielded proficient controllers for complex tasks. However, these controllers have limited memory and rely on being able to perceive the complete game screen at each decision point. To address these shortcomings, this article investigates the effects of adding recurrency to a Deep Q-Network (DQN) by replacing the first post-convolutional fully-connected layer with a recurrent LSTM. The resulting textitDeep Recurrent Q-Network (DRQN), although capable of seeing only a single frame at each timestep, successfully integrates information through time and replicates DQN's performance on standard Atari games and partially observed equivalents featuring flickering game screens. Additionally, when trained with partial observations and evaluated with incrementally more complete observations, DRQN's performance scales as a function of observability. Conversely, when trained with full observations and evaluated with partial observations, DRQN's performance degrades less than DQN's. Thus, given the same length of history, recurrency is a viable alternative to stacking a history of frames in the DQN's input layer and while recurrency confers no systematic advantage when learning to play the game, the recurrent net can better adapt at evaluation time if the quality of observations changes.
