# Graph Backup: Data Efficient Backup Exploiting Markovian Transitions

arXiv: https://arxiv.org/abs/2205.15824 · HTML: https://mlsanity.com/paper/2205.15824/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 26 of its 40 references that are in the map.
- First posted on arXiv 31 May 2022.

## Builds on (most cited first, 26 of 26)

- [Neural Discrete Representation Learning](https://mlsanity.com/paper/1711.00937/) (2017)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Prioritized Experience Replay](https://mlsanity.com/paper/1511.05952/) (2015)
- [Mastering Atari with Discrete World Models](https://mlsanity.com/paper/2010.02193/) (2020)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [Dueling Network Architectures for Deep Reinforcement Learning](https://mlsanity.com/paper/1511.06581/) (2015)
- [Recurrent World Models Facilitate Policy Evolution](https://mlsanity.com/paper/1809.01999/) (2018)
- [A Distributional Perspective on Reinforcement Learning](https://mlsanity.com/paper/1707.06887/) (2017)
- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [Unifying Count-Based Exploration and Intrinsic Motivation](https://mlsanity.com/paper/1606.01868/) (2016)
- [Model-Based Reinforcement Learning for Atari](https://mlsanity.com/paper/1903.00374/) (2019)
- [Data-Efficient Reinforcement Learning with Self-Predictive Representations](https://mlsanity.com/paper/2007.05929/) (2020)
- [#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning](https://mlsanity.com/paper/1611.04717/) (2016)
- [Noisy Networks for Exploration](https://mlsanity.com/paper/1706.10295/) (2017)
- [First return, then explore](https://mlsanity.com/paper/2004.12919/) (2020)
- [Safe and Efficient Off-Policy Reinforcement Learning](https://mlsanity.com/paper/1606.02647/) (2016)
- [Never Give Up: Learning Directed Exploration Strategies](https://mlsanity.com/paper/2002.06038/) (2020)
- [Learning Discrete Representations via Information Maximizing Self-Augmented Training](https://mlsanity.com/paper/1702.08720/) (2017)
- [When to use parametric models in reinforcement learning?](https://mlsanity.com/paper/1906.05243/) (2019)
- [Muesli: Combining Improvements in Policy Optimization](https://mlsanity.com/paper/2104.06159/) (2021)
- [Understanding Multi-Step Deep Reinforcement Learning: A Systematic Study of the DQN Target](https://mlsanity.com/paper/1901.07510/) (2019)
- [Expected Eligibility Traces](https://mlsanity.com/paper/2007.01839/) (2020)
- [Topological Experience Replay](https://mlsanity.com/paper/2203.15845/) (2022)
- [Convergent Tree Backup and Retrace with Function Approximation](https://mlsanity.com/paper/1705.09322/) (2017)

## Built on by (most cited first, 1 of 1)

- [Value Memory Graph: A Graph-Structured World Model for Offline Reinforcement Learning](https://mlsanity.com/paper/2206.04384/) (2022)

## Abstract (arXiv)

The successes of deep Reinforcement Learning (RL) are limited to settings where we have a large stream of online experiences, but applying RL in the data-efficient setting with limited access to online interactions is still challenging. A key to data-efficient RL is good value estimation, but current methods in this space fail to fully utilise the structure of the trajectory data gathered from the environment. In this paper, we treat the transition data of the MDP as a graph, and define a novel backup operator, Graph Backup, which exploits this graph structure for better value estimation. Compared to multi-step backup methods such as n-step Q-Learning and TD(λ), Graph Backup can perform counterfactual credit assignment and gives stable value estimates for a state regardless of which trajectory the state is sampled from. Our method, when combined with popular value-based methods, provides improved performance over one-step and multi-step methods on a suite of data-efficient RL benchmarks including MiniGrid, Minatar and Atari100K. We further analyse the reasons for this performance boost through a novel visualisation of the transition graphs of Atari games.
