Dynamic Frame skip Deep Q Network
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Abstract (arXiv)
Deep Reinforcement Learning methods have achieved state of the art performance in learning control policies for the games in the Atari 2600 domain. One of the important parameters in the Arcade Learning Environment (ALE) is the frame skip rate. It decides the granularity at which agents can control game play. A frame skip value of k allows the agent to repeat a selected action k number of times. The current state of the art architectures like Deep Q-Network (DQN) and Dueling Network Architectures (DuDQN) consist of a framework with a static frame skip rate, where the action output from the network is repeated for a fixed number of frames regardless of the current state. In this paper, we propose a new architecture, Dynamic Frame skip Deep Q-Network (DFDQN) which makes the frame skip rate a dynamic learnable parameter. This allows us to choose the number of times an action is to be repeated based on the current state. We show empirically that such a setting improves the performance on relatively harder games like Seaquest.
Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). First posted on arXiv 17 May 2016.
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Citing papers per year: 2021: 2; 2022: 0; 2023: 0; 2024: 1; 2025: 1.
4 papers.
- 2021An Analysis of Frame-skipping in Reinforcement Learningcited by 17
- 2021Addressing Action Oscillations through Learning Policy Inertiacited by 8
- 2025Toward Agents That Reason About Their Computationcited by 3
- 2024A Survey on Applications of Reinforcement Learning in Spatial Resource Allocationcited by 0
- 2025Toward Agents That Reason About Their Computation26 Oct 2025
- 2024A Survey on Applications of Reinforcement Learning in Spatial Resource Allocation6 Mar 2024
- 2021Addressing Action Oscillations through Learning Policy Inertia3 Mar 2021
- 2021An Analysis of Frame-skipping in Reinforcement Learning7 Feb 2021