When Does Non-Uniform Replay Matter in Reinforcement Learning?
On the map: Deep reinforcement learning methods → Deep RL algorithms and representations
Abstract (arXiv)
Modern off-policy reinforcement learning algorithms often rely on simple uniform replay sampling and it remains unclear when and why non-uniform replay improves over this strong baseline. Across diverse RL settings, we show that the effectiveness of non-uniform replay is governed by three factors: replay volume, the number of replayed transitions per environment step; expected recency, how recent sampled transitions are; and the entropy of the replay sampling distribution. Our main contribution is clarifying when non-uniform replay is beneficial and providing practical guidance for replay design in modern off-policy RL. Namely, we find that non-uniform replay is most beneficial when replay volume is low, and that high-entropy sampling is important even at comparable expected recency. Motivated by these findings, we adopt a simple Truncated Geometric replay that biases sampling toward recent experience while preserving high entropy and incurring negligible computational overhead. Across large-scale parallel simulation, single-task, and multi-task settings, including three modern algorithms evaluated on five RL benchmark suites, this replay sampling strategy improves sample efficiency in low-volume regimes while remaining competitive when replay volume is high.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Placed in Deep RL algorithms and representations, one of 15 directions in Deep reinforcement learning methods. Builds on 27 of its 37 references that are in the map. First posted on arXiv 11 May 2026.
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27 of 37 references.
Closest ancestors · 8
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Other references · 19
- 2018Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actorcited by 4,885
- 2015Continuous control with deep reinforcement learningcited by 3,407
- 2018Addressing Function Approximation Error in Actor-Critic Methodscited by 2,417
- 2019Dream to Control: Learning Behaviors by Latent Imaginationcited by 1,653
- 2019Meta-World: A Benchmark and Evaluation for Multi-Task and Meta Reinforcement Learningcited by 1,204
- 2015Prioritized Experience Replaycited by 1,099
- 2018DeepMind Control Suitecited by 956
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- 2017Rainbow: Combining Improvements in Deep Reinforcement Learningcited by 786
- 2018Distributed Distributional Deterministic Policy Gradientscited by 199
- 2024HumanoidBench: Simulated Humanoid Benchmark for Whole-Body Locomotion and Manipulationcited by 112
- 2019CrossQ: Batch Normalization in Deep Reinforcement Learning for Greater Sample Efficiency and Simplicitycited by 95
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- 2022MyoSuite -- A contact-rich simulation suite for musculoskeletal motor controlcited by 80
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- 2025Bigger, Regularized, Categorical: High-Capacity Value Functions are Efficient Multi-Task Learnerscited by 23
- 2019Boosting Soft Actor-Critic: Emphasizing Recent Experience without Forgetting the Pastcited by 18
- 2025Learning Sim-to-Real Humanoid Locomotion in 15 Minutescited by 16
- 2026What Matters for Simulation to Online Reinforcement Learning on Real Robotscited by 3
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