# Beyond expected value: geometric mean optimization for long-term policy performance in reinforcement learning

arXiv: https://arxiv.org/abs/2508.21443 · HTML: https://mlsanity.com/paper/2508.21443/

## Key facts

- Cited by 2 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 17 of its 32 references that are in the map.
- First posted on arXiv 29 Aug 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, 17 of 17)

- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [OpenAI Gym](https://mlsanity.com/paper/1606.01540/) (2016)
- [Concrete Problems in AI Safety](https://mlsanity.com/paper/1606.06565/) (2016)
- [Rainbow: Combining Improvements in Deep Reinforcement Learning](https://mlsanity.com/paper/1710.02298/) (2017)
- [Benchmarking Deep Reinforcement Learning for Continuous Control](https://mlsanity.com/paper/1604.06778/) (2016)
- [Maximum a Posteriori Policy Optimisation](https://mlsanity.com/paper/1806.06920/) (2018)
- [A Theory of Regularized Markov Decision Processes](https://mlsanity.com/paper/1901.11275/) (2019)
- [On Learning Intrinsic Rewards for Policy Gradient Methods](https://mlsanity.com/paper/1804.06459/) (2018)
- [Research Priorities for Robust and Beneficial Artificial Intelligence](https://mlsanity.com/paper/1602.03506/) (2016)
- [Munchausen Reinforcement Learning](https://mlsanity.com/paper/2007.14430/) (2020)
- [Multi-step Reinforcement Learning: A Unifying Algorithm](https://mlsanity.com/paper/1703.01327/) (2017)
- [Self-Supervised Online Reward Shaping in Sparse-Reward Environments](https://mlsanity.com/paper/2103.04529/) (2021)
- [On-Policy Deep Reinforcement Learning for the Average-Reward Criterion](https://mlsanity.com/paper/2106.07329/) (2021)
- [Robust Average-Reward Markov Decision Processes](https://mlsanity.com/paper/2301.00858/) (2023)
- [Finite-Time Analysis of Natural Actor-Critic for POMDPs](https://mlsanity.com/paper/2202.09753/) (2022)
- [Multi-Bellman operator for convergence of Q-learning with linear function approximation](https://mlsanity.com/paper/2309.16819/) (2023)
- [Reinforcement learning with non-ergodic reward increments: robustness via ergodicity transformations](https://mlsanity.com/paper/2310.11335/) (2023)

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

- [Model-Agnostic Solutions for Deep Reinforcement Learning in Non-Ergodic Contexts](https://mlsanity.com/paper/2601.08726/) (2026)
- [Ergodicity in reinforcement learning](https://mlsanity.com/paper/2603.10895/) (2026)

## Abstract (arXiv)

Reinforcement learning (RL) algorithms typically optimize the expected cumulative reward, i.e., the expected value of the sum of scalar rewards an agent receives over the course of a trajectory. The expected value averages the performance over an infinite number of trajectories. However, when deploying the agent in the real world, this ensemble average may be uninformative for the performance of individual trajectories. Thus, in many applications, optimizing the long-term performance of individual trajectories might be more desirable. In this work, we propose a novel RL algorithm that combines the standard ensemble average with the time-average growth rate, a measure for the long-term performance of individual trajectories. We first define the Bellman operator for the time-average growth rate. We then show that, under multiplicative reward dynamics, the geometric mean aligns with the time-average growth rate. To address more general and unknown reward dynamics, we propose a modified geometric mean with N-sliding window that captures the path-dependency as an estimator for the time-average growth rate. This estimator is embedded as a regularizer into the objective, forming a practical algorithm and enabling the policy to benefit from ensemble average and time-average simultaneously. We evaluate our algorithm in challenging simulations, where it outperforms conventional RL methods.
