# Human-Level Control without Server-Grade Hardware

arXiv: https://arxiv.org/abs/2111.01264 · HTML: https://mlsanity.com/paper/2111.01264/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 17 of its 28 references that are in the map.
- First posted on arXiv 1 Nov 2021.

## Builds on (most cited first, 17 of 17)

- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [Agent57: Outperforming the Atari Human Benchmark](https://mlsanity.com/paper/2003.13350/) (2020)
- [Distributed Prioritized Experience Replay](https://mlsanity.com/paper/1803.00933/) (2018)
- [Count-Based Exploration with Neural Density Models](https://mlsanity.com/paper/1703.01310/) (2017)
- [Massively Parallel Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1507.04296/) (2015)
- [Reinforcement Learning through Asynchronous Advantage Actor-Critic on a GPU](https://mlsanity.com/paper/1611.06256/) (2016)
- [Accelerated Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1803.02811/) (2018)
- [Efficient Parallel Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1705.04862/) (2017)
- [Implementing the Deep Q-Network](https://mlsanity.com/paper/1711.07478/) (2017)
- [Distributed Deep Q-Learning](https://mlsanity.com/paper/1508.04186/) (2015)

## Abstract (arXiv)

Deep Q-Network (DQN) marked a major milestone for reinforcement learning, demonstrating for the first time that human-level control policies could be learned directly from raw visual inputs via reward maximization. Even years after its introduction, DQN remains highly relevant to the research community since many of its innovations have been adopted by successor methods. Nevertheless, despite significant hardware advances in the interim, DQN's original Atari 2600 experiments remain costly to replicate in full. This poses an immense barrier to researchers who cannot afford state-of-the-art hardware or lack access to large-scale cloud computing resources. To facilitate improved access to deep reinforcement learning research, we introduce a DQN implementation that leverages a novel concurrent and synchronized execution framework designed to maximally utilize a heterogeneous CPU-GPU desktop system. With just one NVIDIA GeForce GTX 1080 GPU, our implementation reduces the training time of a 200-million-frame Atari experiment from 25 hours to just 9 hours. The ideas introduced in our paper should be generalizable to a large number of off-policy deep reinforcement learning methods.
