# FAST-Q: Fast-track Exploration with Adversarially Balanced State Representations for Counterfactual Action Estimation in Offline Reinforcement Learning

arXiv: https://arxiv.org/abs/2504.21383 · HTML: https://mlsanity.com/paper/2504.21383/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Offline RL algorithms, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 16 of its 38 references that are in the map.
- First posted on arXiv 30 Apr 2025.

## Placed in

- Offline RL and imitation learning from data / [Offline RL algorithms](https://mlsanity.com/offlinerl/offline-rl-algorithms/)

## Builds on (most cited first, 16 of 16)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Domain-Adversarial Training of Neural Networks](https://mlsanity.com/paper/1505.07818/) (2015)
- [UMAP: Uniform Manifold Approximation and Projection for Dimension Reduction](https://mlsanity.com/paper/1802.03426/) (2018)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [Conservative Q-Learning for Offline Reinforcement Learning](https://mlsanity.com/paper/2006.04779/) (2020)
- [D4RL: Datasets for Deep Data-Driven Reinforcement Learning](https://mlsanity.com/paper/2004.07219/) (2020)
- [Offline Reinforcement Learning with Implicit Q-Learning](https://mlsanity.com/paper/2110.06169/) (2021)
- [Off-Policy Deep Reinforcement Learning without Exploration](https://mlsanity.com/paper/1812.02900/) (2018)
- [Stabilizing Off-Policy Q-Learning via Bootstrapping Error Reduction](https://mlsanity.com/paper/1906.00949/) (2019)
- [Neural Attentive Session-based Recommendation](https://mlsanity.com/paper/1711.04725/) (2017)
- [A Generalized Algorithm for Multi-Objective Reinforcement Learning and Policy Adaptation](https://mlsanity.com/paper/1908.08342/) (2019)
- [A Theoretically Grounded Application of Dropout in Recurrent Neural Networks](https://mlsanity.com/paper/1512.05287/) (2015)
- [Estimating Counterfactual Treatment Outcomes over Time Through Adversarially Balanced Representations](https://mlsanity.com/paper/2002.04083/) (2020)
- [Reinforcement Learning to Optimize Long-term User Engagement in Recommender Systems](https://mlsanity.com/paper/1902.05570/) (2019)
- [DR3: Value-Based Deep Reinforcement Learning Requires Explicit Regularization](https://mlsanity.com/paper/2112.04716/) (2021)
- [Multi-Domain Adversarial Learning](https://mlsanity.com/paper/1903.09239/) (2019)

## Abstract (arXiv)

Recent advancements in state-of-the-art (SOTA) offline reinforcement learning (RL) have primarily focused on addressing function approximation errors, which contribute to the overestimation of Q-values for out-of-distribution actions, a challenge that static datasets exacerbate. However, high stakes applications such as recommendation systems in online gaming, introduce further complexities due to player's psychology (intent) driven by gameplay experiences and the inherent volatility on the platform. These factors create highly sparse, partially overlapping state spaces across policies, further influenced by the experiment path selection logic which biases state spaces towards specific policies. Current SOTA methods constrain learning from such offline data by clipping known counterfactual actions as out-of-distribution due to poor generalization across unobserved states. Further aggravating conservative Q-learning and necessitating more online exploration. FAST-Q introduces a novel approach that (1) leverages Gradient Reversal Learning to construct balanced state representations, regularizing the policy-specific bias between the player's state and action thereby enabling counterfactual estimation; (2) supports offline counterfactual exploration in parallel with static data exploitation; and (3) proposes a Q-value decomposition strategy for multi-objective optimization, facilitating explainable recommendations over short and long-term objectives. These innovations demonstrate superiority of FAST-Q over prior SOTA approaches and demonstrates at least 0.15 percent increase in player returns, 2 percent improvement in lifetime value (LTV), 0.4 percent enhancement in the recommendation driven engagement, 2 percent improvement in the player's platform dwell time and an impressive 10 percent reduction in the costs associated with the recommendation, on our volatile gaming platform.
