# Deep Reinforcement Learning with Swin Transformers

arXiv: https://arxiv.org/abs/2206.15269 · HTML: https://mlsanity.com/paper/2206.15269/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 23 of its 47 references that are in the map.
- First posted on arXiv 30 Jun 2022.

## Builds on (most cited first, 23 of 23)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (2020)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Swin Transformer: Hierarchical Vision Transformer using Shifted Windows](https://mlsanity.com/paper/2103.14030/) (2021)
- [Momentum Contrast for Unsupervised Visual Representation Learning](https://mlsanity.com/paper/1911.05722/) (2019)
- [Emerging Properties in Self-Supervised Vision Transformers](https://mlsanity.com/paper/2104.14294/) (2021)
- [Neural Machine Translation by Jointly Learning to Align and Translate](https://mlsanity.com/paper/1409.0473/) (2014)
- [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)
- [An Empirical Study of Training Self-Supervised Vision Transformers](https://mlsanity.com/paper/2104.02057/) (2021)
- [Decision Transformer: Reinforcement Learning via Sequence Modeling](https://mlsanity.com/paper/2106.01345/) (2021)
- [Deep Reinforcement Learning at the Edge of the Statistical Precipice](https://mlsanity.com/paper/2108.13264/) (2021)
- [Deep Exploration via Bootstrapped DQN](https://mlsanity.com/paper/1602.04621/) (2016)
- [Deep Recurrent Q-Learning for Partially Observable MDPs](https://mlsanity.com/paper/1507.06527/) (2015)
- [Stabilizing Transformers for Reinforcement Learning](https://mlsanity.com/paper/1910.06764/) (2019)
- [Online Decision Transformer](https://mlsanity.com/paper/2202.05607/) (2022)
- [Incentivizing Exploration In Reinforcement Learning With Deep Predictive Models](https://mlsanity.com/paper/1507.00814/) (2015)
- [Deep Attention Recurrent Q-Network](https://mlsanity.com/paper/1512.01693/) (2015)
- [Evaluating Vision Transformer Methods for Deep Reinforcement Learning from Pixels](https://mlsanity.com/paper/2204.04905/) (2022)
- [Vision Transformer for Learning Driving Policies in Complex Multi-Agent Environments](https://mlsanity.com/paper/2109.06514/) (2021)
- [An initial attempt of combining visual selective attention with deep reinforcement learning](https://mlsanity.com/paper/1811.04407/) (2018)
- [Improving Sample Efficiency of Value Based Models Using Attention and Vision Transformers](https://mlsanity.com/paper/2202.00710/) (2022)

## Built on by (most cited first, 2 of 2)

- [Orion-MSP: Multi-Scale Sparse Attention for Tabular In-Context Learning](https://mlsanity.com/paper/2511.02818/) (2025)
- [IO Transformer: Evaluating SwinV2-Based Reward Models for Computer Vision](https://mlsanity.com/paper/2411.00252/) (2024)

## Abstract (arXiv)

Transformers are neural network models that utilize multiple layers of self-attention heads and have exhibited enormous potential in natural language processing tasks. Meanwhile, there have been efforts to adapt transformers to visual tasks of machine learning, including Vision Transformers and Swin Transformers. Although some researchers use Vision Transformers for reinforcement learning tasks, their experiments remain at a small scale due to the high computational cost. This article presents the first online reinforcement learning scheme that is based on Swin Transformers: Swin DQN. In contrast to existing research, our novel approach demonstrate the superior performance with experiments on 49 games in the Arcade Learning Environment. The results show that our approach achieves significantly higher maximal evaluation scores than the baseline method in 45 of all the 49 games (92%), and higher mean evaluation scores than the baseline method in 40 of all the 49 games (82%).
