mlsanityData to 7 Oct 2026

An Analysis of Frame-skipping in Reinforcement Learning

arXiv 2102.03718 ↗First posted 7 Feb 2021cs.LGcited by 17

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Abstract (arXiv)

In the practice of sequential decision making, agents are often designed to sense state at regular intervals of d time steps, d > 1, ignoring state information in between sensing steps. While it is clear that this practice can reduce sensing and compute costs, recent results indicate a further benefit. On many Atari console games, reinforcement learning (RL) algorithms deliver substantially better policies when run with d > 1 -- in fact with d even as high as 180. In this paper, we investigate the role of the parameter d in RL; d is called the "frame-skip" parameter, since states in the Atari domain are images. For evaluating a fixed policy, we observe that under standard conditions, frame-skipping does not affect asymptotic consistency. Depending on other parameters, it can possibly even benefit learning. To use d > 1 in the control setting, one must first specify which d-step open-loop action sequences can be executed in between sensing steps. We focus on "action-repetition", the common restriction of this choice to d-length sequences of the same action. We define a task-dependent quantity called the "price of inertia", in terms of which we upper-bound the loss incurred by action-repetition. We show that this loss may be offset by the gain brought to learning by a smaller task horizon. Our analysis is supported by experiments on different tasks and learning algorithms.

Key facts. Cited by 17 papers in the map (data through 7 Oct 2026). Builds on 6 of its 38 references that are in the map. First posted on arXiv 7 Feb 2021.

Builds on

6 of 38 references.

References · 6

  1. 2016OpenAI Gymcited by 1,684
  2. 2017Learning to Repeat: Fine Grained Action Repetition for Deep Reinforcement Learningcited by 38
  3. 2015True Online Temporal-Difference Learningcited by 16
  4. 2016Deep Reinforcement Learning With Macro-Actionscited by 13
  5. 2016Dynamic Frame skip Deep Q Networkcited by 4
  6. 2015Constructing Abstraction Hierarchies Using a Skill-Symbol Loopcited by 3

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2021: 2; 2022: 2; 2023: 5; 2024: 2; 2025: 4; 2026: 2.

17 papers.

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  1. 2025Learning When to Plan: Efficiently Allocating Test-Time Compute for LLM Agentscited by 18
  2. 2025Chunking the Critic: A Transformer-based Soft Actor-Critic with N-Step Returnscited by 16
  3. 2021Optimization of the Model Predictive Control Meta-Parameters Through Reinforcement Learningcited by 7
  4. 2023The RL Perceptron: Generalisation Dynamics of Policy Learning in High Dimensionscited by 5
  5. 2021Towards Automatic Actor-Critic Solutions to Continuous Controlcited by 4
  6. 2022Simultaneously Updating All Persistence Values in Reinforcement Learningcited by 2
  7. 2023Optimizing Attention and Cognitive Control Costs Using Temporally-Layered Architecturescited by 2
  8. 2023Speeding-up Evolutionary Algorithms to solve Black-Box Optimization Problemscited by 2
  9. 2025Bounding Distributional Shifts in World Modeling through Novelty Detectioncited by 2
  10. 2022Temporally Layered Architecture for Adaptive, Distributed and Continuous Controlcited by 1
  11. 2023Actor-Critic with variable time discretization via sustained actionscited by 1
  12. 2023Hybrid Reinforcement Learning for Optimizing Pump Sustainability in Real-World Water Distribution Networkscited by 0
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  2. 2024Overcoming Slow Decision Frequencies in Continuous Control: Model-Based Sequence Reinforcement Learning for Model-Free Controlcited by 0
  3. 2025Select before Act: Spatially Decoupled Action Repetition for Continuous Controlcited by 0
  4. 2026For How Long Should We Be Punching? Learning Action Duration in Fighting Gamescited by 0
  5. 2026LLMs Are Not Good Strategists, Yet Memory-Enhanced Agency Boosts Reasoningcited by 0