# M2DQN: A Robust Method for Accelerating Deep Q-learning Network

arXiv: https://arxiv.org/abs/2209.07809 · HTML: https://mlsanity.com/paper/2209.07809/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 9 of its 21 references that are in the map.
- First posted on arXiv 16 Sep 2022.

## Builds on (most cited first, 9 of 9)

- [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)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [OpenAI Gym](https://mlsanity.com/paper/1606.01540/) (2016)
- [Prioritized Experience Replay](https://mlsanity.com/paper/1511.05952/) (2015)
- [Dueling Network Architectures for Deep Reinforcement Learning](https://mlsanity.com/paper/1511.06581/) (2015)
- [Active Sampling for Min-Max Fairness](https://mlsanity.com/paper/2006.06879/) (2020)
- [Nonlinear Regression without i.i.d. Assumption](https://mlsanity.com/paper/1811.09623/) (2018)

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

- [Revisiting Overestimation Bias Problem of Q-learning: Settling Large Discrete Action Space via Action Intersection](https://mlsanity.com/paper/2608.12912/) (2026)

## Abstract (arXiv)

Deep Q-learning Network (DQN) is a successful way which combines reinforcement learning with deep neural networks and leads to a widespread application of reinforcement learning. One challenging problem when applying DQN or other reinforcement learning algorithms to real world problem is data collection. Therefore, how to improve data efficiency is one of the most important problems in the research of reinforcement learning. In this paper, we propose a framework which uses the Max-Mean loss in Deep Q-Network (M2DQN). Instead of sampling one batch of experiences in the training step, we sample several batches from the experience replay and update the parameters such that the maximum TD-error of these batches is minimized. The proposed method can be combined with most of existing techniques of DQN algorithm by replacing the loss function. We verify the effectiveness of this framework with one of the most widely used techniques, Double DQN (DDQN), in several gym games. The results show that our method leads to a substantial improvement in both the learning speed and performance.
