# Simultaneously Updating All Persistence Values in Reinforcement Learning

arXiv: https://arxiv.org/abs/2211.11620 · HTML: https://mlsanity.com/paper/2211.11620/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 21 of its 47 references that are in the map.
- First posted on arXiv 21 Nov 2022.

## Builds on (most cited first, 21 of 21)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [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)
- [Deep Reinforcement Learning for Autonomous Driving: A Survey](https://mlsanity.com/paper/2002.00444/) (2020)
- [Deep Reinforcement Learning for Robotic Manipulation with Asynchronous Off-Policy Updates](https://mlsanity.com/paper/1610.00633/) (2016)
- [Learning to Walk via Deep Reinforcement Learning](https://mlsanity.com/paper/1812.11103/) (2018)
- [Making Deep Q-learning methods robust to time discretization](https://mlsanity.com/paper/1901.09732/) (2019)
- [Increasing the Action Gap: New Operators for Reinforcement Learning](https://mlsanity.com/paper/1512.04860/) (2015)
- [Learning to Repeat: Fine Grained Action Repetition for Deep Reinforcement Learning](https://mlsanity.com/paper/1702.06054/) (2017)
- [Control Frequency Adaptation via Action Persistence in Batch Reinforcement Learning](https://mlsanity.com/paper/2002.06836/) (2020)
- [TempoRL: Learning When to Act](https://mlsanity.com/paper/2106.05262/) (2021)
- [Time Discretization-Invariant Safe Action Repetition for Policy Gradient Methods](https://mlsanity.com/paper/2111.03941/) (2021)
- [An Analysis of Frame-skipping in Reinforcement Learning](https://mlsanity.com/paper/2102.03718/) (2021)
- [TAAC: Temporally Abstract Actor-Critic for Continuous Control](https://mlsanity.com/paper/2104.06521/) (2021)
- [Locally Persistent Exploration in Continuous Control Tasks with Sparse Rewards](https://mlsanity.com/paper/2012.13658/) (2020)
- [Reinforcement Learning for Robotic Manipulation using Simulated Locomotion Demonstrations](https://mlsanity.com/paper/1910.07294/) (2019)
- [Configurable Markov Decision Processes](https://mlsanity.com/paper/1806.05415/) (2018)
- [Towards Automatic Actor-Critic Solutions to Continuous Control](https://mlsanity.com/paper/2106.08918/) (2021)
- [Classifying Options for Deep Reinforcement Learning](https://mlsanity.com/paper/1604.08153/) (2016)

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

- [State-Novelty Guided Action Persistence in Deep Reinforcement Learning](https://mlsanity.com/paper/2409.05433/) (2024)
- [Learning Multi-Timescale Interventions under Safety and Resource Constraints](https://mlsanity.com/paper/2508.03875/) (2025)

## Abstract (arXiv)

In reinforcement learning, the performance of learning agents is highly sensitive to the choice of time discretization. Agents acting at high frequencies have the best control opportunities, along with some drawbacks, such as possible inefficient exploration and vanishing of the action advantages. The repetition of the actions, i.e., action persistence, comes into help, as it allows the agent to visit wider regions of the state space and improve the estimation of the action effects. In this work, we derive a novel All-Persistence Bellman Operator, which allows an effective use of both the low-persistence experience, by decomposition into sub-transition, and the high-persistence experience, thanks to the introduction of a suitable bootstrap procedure. In this way, we employ transitions collected at any time scale to update simultaneously the action values of the considered persistence set. We prove the contraction property of the All-Persistence Bellman Operator and, based on it, we extend classic Q-learning and DQN. After providing a study on the effects of persistence, we experimentally evaluate our approach in both tabular contexts and more challenging frameworks, including some Atari games.
