# Monte Carlo Beam Search for Actor-Critic Reinforcement Learning in Continuous Control

arXiv: https://arxiv.org/abs/2505.09029 · HTML: https://mlsanity.com/paper/2505.09029/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Placed in RL theory and sample complexity, one of 15 directions in Deep reinforcement learning methods.
- Builds on 15 of its 23 references that are in the map.
- First posted on arXiv 13 May 2025.

## Placed in

- Deep reinforcement learning methods / [RL theory and sample complexity](https://mlsanity.com/deeprl/rl-theory-and-sample-complexity/)

## Builds on (most cited first, 15 of 15)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [OpenAI Gym](https://mlsanity.com/paper/1606.01540/) (2016)
- [Soft Actor-Critic Algorithms and Applications](https://mlsanity.com/paper/1812.05905/) (2018)
- [Automatic Prompt Optimization with "Gradient Descent" and Beam Search](https://mlsanity.com/paper/2305.03495/) (2023)
- [Monte Carlo Tree Search Boosts Reasoning via Iterative Preference Learning](https://mlsanity.com/paper/2405.00451/) (2024)
- [Monte Carlo Tree Search: A Review of Recent Modifications and Applications](https://mlsanity.com/paper/2103.04931/) (2021)
- [Simulation-guided Beam Search for Neural Combinatorial Optimization](https://mlsanity.com/paper/2207.06190/) (2022)
- [MuJoCo Playground](https://mlsanity.com/paper/2502.08844/) (2025)
- [A comprehensive survey of research towards AI-enabled unmanned aerial systems in pre-, active-, and post-wildfire management](https://mlsanity.com/paper/2401.02456/) (2024)
- [A2C is a special case of PPO](https://mlsanity.com/paper/2205.09123/) (2022)
- [VisionGPT: LLM-Assisted Real-Time Anomaly Detection for Safe Visual Navigation](https://mlsanity.com/paper/2403.12415/) (2024)
- [Using Reinforcement Learning for Load Testing of Video Games](https://mlsanity.com/paper/2201.06865/) (2022)
- [Beyond Greedy Search: Tracking by Multi-Agent Reinforcement Learning-based Beam Search](https://mlsanity.com/paper/2205.09676/) (2022)
- [Actuator Trajectory Planning for UAVs with Overhead Manipulator using Reinforcement Learning](https://mlsanity.com/paper/2308.12843/) (2023)

## Built on by (most cited first, 3 of 3)

- [TSR: Trajectory-Search Rollouts for Multi-Turn RL of LLM Agents](https://mlsanity.com/paper/2602.11767/) (2026)
- [Evolutionary Discovery of Reinforcement Learning Algorithms via Large Language Models](https://mlsanity.com/paper/2603.28416/) (2026)
- [Meta-Adaptive Beam Search Planning for Transformer-Based Reinforcement Learning Control of UAVs with Overhead Manipulators under Flight Disturbances](https://mlsanity.com/paper/2603.26612/) (2026)

## Abstract (arXiv)

Actor-critic methods, like Twin Delayed Deep Deterministic Policy Gradient (TD3), depend on basic noise-based exploration, which can result in less than optimal policy convergence. In this study, we introduce Monte Carlo Beam Search (MCBS), a new hybrid method that combines beam search and Monte Carlo rollouts with TD3 to improve exploration and action selection. MCBS produces several candidate actions around the policy's output and assesses them through short-horizon rollouts, enabling the agent to make better-informed choices. We test MCBS across various continuous-control benchmarks, including HalfCheetah-v4, Walker2d-v5, and Swimmer-v5, showing enhanced sample efficiency and performance compared to standard TD3 and other baseline methods like SAC, PPO, and A2C. Our findings emphasize MCBS's capability to enhance policy learning through structured look-ahead search while ensuring computational efficiency. Additionally, we offer a detailed analysis of crucial hyperparameters, such as beam width and rollout depth, and explore adaptive strategies to optimize MCBS for complex control tasks. Our method shows a higher convergence rate across different environments compared to TD3, SAC, PPO, and A2C. For instance, we achieved 90% of the maximum achievable reward within around 200 thousand timesteps compared to 400 thousand timesteps for the second-best method.
