# Generalising Discrete Action Spaces with Conditional Action Trees

arXiv: https://arxiv.org/abs/2104.07294 · HTML: https://mlsanity.com/paper/2104.07294/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 15 of its 23 references that are in the map.
- First posted on arXiv 15 Apr 2021.

## Builds on (most cited first, 15 of 15)

- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [Reinforcement Learning with Deep Energy-Based Policies](https://mlsanity.com/paper/1702.08165/) (2017)
- [The StarCraft Multi-Agent Challenge](https://mlsanity.com/paper/1902.04043/) (2019)
- [StarCraft II: A New Challenge for Reinforcement Learning](https://mlsanity.com/paper/1708.04782/) (2017)
- [A Closer Look at Invalid Action Masking in Policy Gradient Algorithms](https://mlsanity.com/paper/2006.14171/) (2020)
- [Graph Constrained Reinforcement Learning for Natural Language Action Spaces](https://mlsanity.com/paper/2001.08837/) (2020)
- [Combinatorial Optimization by Graph Pointer Networks and Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1911.04936/) (2019)
- [Reinforcement Learning with Parameterized Actions](https://mlsanity.com/paper/1509.01644/) (2015)
- [Hybrid Actor-Critic Reinforcement Learning in Parameterized Action Space](https://mlsanity.com/paper/1903.01344/) (2019)
- [Action Space Shaping in Deep Reinforcement Learning](https://mlsanity.com/paper/2004.00980/) (2020)
- [Griddly: A platform for AI research in games](https://mlsanity.com/paper/2011.06363/) (2020)
- [Autoregressive Policies for Continuous Control Deep Reinforcement Learning](https://mlsanity.com/paper/1903.11524/) (2019)
- [Comparing Observation and Action Representations for Deep Reinforcement Learning in μRTS](https://mlsanity.com/paper/1910.12134/) (2019)

## Built on by (most cited first, 6 of 6)

- [Entity-based Reinforcement Learning for Autonomous Cyber Defence](https://mlsanity.com/paper/2410.17647/) (2024)
- [GriddlyJS: A Web IDE for Reinforcement Learning](https://mlsanity.com/paper/2207.06105/) (2022)
- [PyTAG: Tabletop Games for Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2405.18123/) (2024)
- [Optimizing Navigation And Chemical Application in Precision Agriculture With Deep Reinforcement Learning And Conditional Action Tree](https://mlsanity.com/paper/2503.17985/) (2025)
- [PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games](https://mlsanity.com/paper/2307.09905/) (2023)
- [Who Gets the Reward & Who Gets the Blame? Evaluation-Aligned Training Signals for Multi-LLM Agents](https://mlsanity.com/paper/2511.10687/) (2025)

## Abstract (arXiv)

There are relatively few conventions followed in reinforcement learning (RL) environments to structure the action spaces. As a consequence the application of RL algorithms to tasks with large action spaces with multiple components require additional effort to adjust to different formats. In this paper we introduce em Conditional Action Trees with two main objectives: (1) as a method of structuring action spaces in RL to generalise across several action space specifications, and (2) to formalise a process to significantly reduce the action space by decomposing it into multiple sub-spaces, favoring a multi-staged decision making approach. We show several proof-of-concept experiments validating our scheme, ranging from environments with basic discrete action spaces to those with large combinatorial action spaces commonly found in RTS-style games.
