# High-Throughput Synchronous Deep RL

arXiv: https://arxiv.org/abs/2012.09849 · HTML: https://mlsanity.com/paper/2012.09849/

## Key facts

- Cited by 9 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 17 Dec 2020.

## Built on by (most cited first, 9 of 9)

- [Cooperative Exploration for Multi-Agent Deep Reinforcement Learning](https://mlsanity.com/paper/2107.11444/) (2021)
- [The Surprising Effectiveness of Visual Odometry Techniques for Embodied PointGoal Navigation](https://mlsanity.com/paper/2108.11550/) (2021)
- [GridToPix: Training Embodied Agents with Minimal Supervision](https://mlsanity.com/paper/2105.00931/) (2021)
- [Towards Deeper Deep Reinforcement Learning with Spectral Normalization](https://mlsanity.com/paper/2106.01151/) (2021)
- [Semantic Tracklets: An Object-Centric Representation for Visual Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2108.03319/) (2021)
- [VER: Scaling On-Policy RL Leads to the Emergence of Navigation in Embodied Rearrangement](https://mlsanity.com/paper/2210.05064/) (2022)
- [Acceleration for Deep Reinforcement Learning using Parallel and Distributed Computing: A Survey](https://mlsanity.com/paper/2411.05614/) (2024)
- [Cleanba: A Reproducible and Efficient Distributed Reinforcement Learning Platform](https://mlsanity.com/paper/2310.00036/) (2023)
- [Low-Precision Reinforcement Learning: Running Soft Actor-Critic in Half Precision](https://mlsanity.com/paper/2102.13565/) (2021)

## Abstract (arXiv)

Deep reinforcement learning (RL) is computationally demanding and requires processing of many data points. Synchronous methods enjoy training stability while having lower data throughput. In contrast, asynchronous methods achieve high throughput but suffer from stability issues and lower sample efficiency due to `stale policies.' To combine the advantages of both methods we propose High-Throughput Synchronous Deep Reinforcement Learning (HTS-RL). In HTS-RL, we perform learning and rollouts concurrently, devise a system design which avoids `stale policies' and ensure that actors interact with environment replicas in an asynchronous manner while maintaining full determinism. We evaluate our approach on Atari games and the Google Research Football environment. Compared to synchronous baselines, HTS-RL is 2-6× faster. Compared to state-of-the-art asynchronous methods, HTS-RL has competitive throughput and consistently achieves higher average episode rewards.
