# Criticality-Based Varying Step-Number Algorithm for Reinforcement Learning

arXiv: https://arxiv.org/abs/2201.05034 · HTML: https://mlsanity.com/paper/2201.05034/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 10 of its 30 references that are in the map.
- First posted on arXiv 13 Jan 2022.

## Builds on (most cited first, 10 of 10)

- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [Doubly Robust Off-policy Value Evaluation for Reinforcement Learning](https://mlsanity.com/paper/1511.03722/) (2015)
- [Safe, Multi-Agent, Reinforcement Learning for Autonomous Driving](https://mlsanity.com/paper/1610.03295/) (2016)
- [Deep Reinforcement Learning framework for Autonomous Driving](https://mlsanity.com/paper/1704.02532/) (2017)
- [Deep TAMER: Interactive Agent Shaping in High-Dimensional State Spaces](https://mlsanity.com/paper/1709.10163/) (2017)
- [An Emphatic Approach to the Problem of Off-policy Temporal-Difference Learning](https://mlsanity.com/paper/1503.04269/) (2015)
- [Deep Reinforcement Learning for Time Optimal Velocity Control using Prior Knowledge](https://mlsanity.com/paper/1811.11615/) (2018)
- [The Concept of Criticality in Reinforcement Learning](https://mlsanity.com/paper/1810.07254/) (2018)
- [Per-decision Multi-step Temporal Difference Learning with Control Variates](https://mlsanity.com/paper/1807.01830/) (2018)

## Abstract (arXiv)

In the context of reinforcement learning we introduce the concept of criticality of a state, which indicates the extent to which the choice of action in that particular state influences the expected return. That is, a state in which the choice of action is more likely to influence the final outcome is considered as more critical than a state in which it is less likely to influence the final outcome. We formulate a criticality-based varying step number algorithm (CVS) - a flexible step number algorithm that utilizes the criticality function provided by a human, or learned directly from the environment. We test it in three different domains including the Atari Pong environment, Road-Tree environment, and Shooter environment. We demonstrate that CVS is able to outperform popular learning algorithms such as Deep Q-Learning and Monte Carlo.
