# Deep Reinforcement Learning with Double Q-learning

arXiv: https://arxiv.org/abs/1509.06461 · HTML: https://mlsanity.com/paper/1509.06461/

## Key facts

- Cited by 1,745 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 22 Sep 2015.

## Built on by (most cited first, 30 of 1745)

- [TD-MPC2: Scalable, Robust World Models for Continuous Control](https://mlsanity.com/paper/2310.16828/) (2023)
- [Temporal Difference Learning for Model Predictive Control](https://mlsanity.com/paper/2203.04955/) (2022)
- [Efficient Online Reinforcement Learning with Offline Data](https://mlsanity.com/paper/2302.02948/) (2023)
- [Reward learning from human preferences and demonstrations in Atari](https://mlsanity.com/paper/1811.06521/) (2018)
- [Uncertainty-Based Offline Reinforcement Learning with Diversified Q-Ensemble](https://mlsanity.com/paper/2110.01548/) (2021)
- [Randomized Ensembled Double Q-Learning: Learning Fast Without a Model](https://mlsanity.com/paper/2101.05982/) (2021)
- [Way Off-Policy Batch Deep Reinforcement Learning of Implicit Human Preferences in Dialog](https://mlsanity.com/paper/1907.00456/) (2019)
- [A Survey on Vision-Language-Action Models for Embodied AI](https://mlsanity.com/paper/2405.14093/) (2024)
- [The Primacy Bias in Deep Reinforcement Learning](https://mlsanity.com/paper/2205.07802/) (2022)
- [Mastering Atari Games with Limited Data](https://mlsanity.com/paper/2111.00210/) (2021)
- [ArCHer: Training Language Model Agents via Hierarchical Multi-Turn RL](https://mlsanity.com/paper/2402.19446/) (2024)
- [Offline-to-Online Reinforcement Learning via Balanced Replay and Pessimistic Q-Ensemble](https://mlsanity.com/paper/2107.00591/) (2021)
- [DigiRL: Training In-The-Wild Device-Control Agents with Autonomous Reinforcement Learning](https://mlsanity.com/paper/2406.11896/) (2024)
- [Online Decision Transformer](https://mlsanity.com/paper/2202.05607/) (2022)
- [End-to-End Urban Driving by Imitating a Reinforcement Learning Coach](https://mlsanity.com/paper/2108.08265/) (2021)
- [Guiding Pretraining in Reinforcement Learning with Large Language Models](https://mlsanity.com/paper/2302.06692/) (2023)
- [Reinforcement Learning with Prototypical Representations](https://mlsanity.com/paper/2102.11271/) (2021)
- [Understanding plasticity in neural networks](https://mlsanity.com/paper/2303.01486/) (2023)
- [OPAL: Offline Primitive Discovery for Accelerating Offline Reinforcement Learning](https://mlsanity.com/paper/2010.13611/) (2020)
- [Hybrid RL: Using Both Offline and Online Data Can Make RL Efficient](https://mlsanity.com/paper/2210.06718/) (2022)
- [Offline RL Without Off-Policy Evaluation](https://mlsanity.com/paper/2106.08909/) (2021)
- [Bigger, Better, Faster: Human-level Atari with human-level efficiency](https://mlsanity.com/paper/2305.19452/) (2023)
- [The Benchmark Lottery](https://mlsanity.com/paper/2107.07002/) (2021)
- [Understanding and Preventing Capacity Loss in Reinforcement Learning](https://mlsanity.com/paper/2204.09560/) (2022)
- [FedALA: Adaptive Local Aggregation for Personalized Federated Learning](https://mlsanity.com/paper/2212.01197/) (2022)
- [Benchmarking Batch Deep Reinforcement Learning Algorithms](https://mlsanity.com/paper/1910.01708/) (2019)
- [Recent Advances in Reinforcement Learning in Finance](https://mlsanity.com/paper/2112.04553/) (2021)
- [XIRL: Cross-embodiment Inverse Reinforcement Learning](https://mlsanity.com/paper/2106.03911/) (2021)
- [Pretraining Representations for Data-Efficient Reinforcement Learning](https://mlsanity.com/paper/2106.04799/) (2021)
- [Stabilizing Deep Q-Learning with ConvNets and Vision Transformers under Data Augmentation](https://mlsanity.com/paper/2107.00644/) (2021)

## Abstract (arXiv)

The popular Q-learning algorithm is known to overestimate action values under certain conditions. It was not previously known whether, in practice, such overestimations are common, whether they harm performance, and whether they can generally be prevented. In this paper, we answer all these questions affirmatively. In particular, we first show that the recent DQN algorithm, which combines Q-learning with a deep neural network, suffers from substantial overestimations in some games in the Atari 2600 domain. We then show that the idea behind the Double Q-learning algorithm, which was introduced in a tabular setting, can be generalized to work with large-scale function approximation. We propose a specific adaptation to the DQN algorithm and show that the resulting algorithm not only reduces the observed overestimations, as hypothesized, but that this also leads to much better performance on several games.
