# Paused Agent Replay Refresh

arXiv: https://arxiv.org/abs/2209.13398 · HTML: https://mlsanity.com/paper/2209.13398/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 3 of its 7 references that are in the map.
- First posted on arXiv 26 Sep 2022.

## Builds on (most cited first, 3 of 3)

- [Exploration by Random Network Distillation](https://mlsanity.com/paper/1810.12894/) (2018)
- [Deep Recurrent Q-Learning for Partially Observable MDPs](https://mlsanity.com/paper/1507.06527/) (2015)
- [Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents](https://mlsanity.com/paper/1709.06009/) (2017)

## Abstract (arXiv)

Reinforcement learning algorithms have become more complex since the invention of target networks. Unfortunately, target networks have not kept up with this increased complexity, instead requiring approximate solutions to be computationally feasible. These approximations increase noise in the Q-value targets and in the replay sampling distribution. Paused Agent Replay Refresh (PARR) is a drop-in replacement for target networks that supports more complex learning algorithms without this need for approximation. Using a basic Q-network architecture, and refreshing the novelty values, target values, and replay sampling distribution, PARR gets 2500 points in Montezuma's Revenge after only 30.9 million Atari frames. Finally, interpreting PARR in the context of carbon-based learning offers a new reason for sleep.
