Revisiting Action Factorization for Complex Action Spaces
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Abstract (arXiv)
Many real-world control problems involve hybrid discrete-continuous action spaces. For example, steering and signaling in autonomous driving, and aiming and firing in robotics or video-games. Despite real-world hybrid factorization and reinforcement learning framework support for complex action spaces (e.g., Gymnasium, PettingZoo, TorchRL, SeedRL, Mujoco, etc), the default environments within those frameworks often implement uniform action space configurations (LunarLander, Walker2D, Cheetah, SMAC, SUMO, Ant, Atari). Landmark hybrid-action benchmarks (RoboCup 2D HFO, SC2LE, Platform, CARLA, etc) are mostly heavyweight or archival implementations originating from papers which test one or a small number of competing factorization methods on one kind of control. This article provides a cross-sectional study of factorization methods [independent networks, shared encoder, VDN, QPLEX, Joint, Auto-Regressive] on each of three families of algorithms [PPO, SAC, DQN] across three action spaces [discretized, hybrid, continuous] over four lightweight environments [Platform, hybrid-LunarLander, Hybrid-Shoot, CoopPush]. Accounting for some invalid pairings such as joint-continuous, we are left with 220 configurations to analyze each method. We provide two new C++ parallel gymnasium and petting-zoo compliant environments [CoopPush, Hybrid-Shoot] to isolate particular challenges such as state-dependent inter-action dependence. Finally, we introduce VDN-PPO and PPO-MIX which use a branching critic to assign credit to multi-headed PPO. These variants out-perform all other tested PPO factorizations. Our results suggest that branching dueling architectures balance compute and performance most effectively, with Auto-Regressive actions reaching the highest performance overall and native continuous SAC outperforming discrete and hybrid algorithms, albiet both at increased computational cost.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 13 of its 46 references that are in the map. First posted on arXiv 25 Jun 2026.
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13 of 46 references.
References · 13
- 2017Proximal Policy Optimization Algorithmscited by 15,215
- 2015Continuous control with deep reinforcement learningcited by 3,407
- 2013Playing Atari with Deep Reinforcement Learningcited by 3,274
- 2016Categorical Reparameterization with Gumbel-Softmaxcited by 2,739
- 2018DeepMind Control Suitecited by 956
- 2017Value-Decomposition Networks For Cooperative Multi-Agent Learningcited by 503
- 2020QPLEX: Duplex Dueling Multi-Agent Q-Learningcited by 270
- 2018Parametrized Deep Q-Networks Learning: Reinforcement Learning with Discrete-Continuous Hybrid Action Spacecited by 58
- 2019Hybrid Actor-Critic Reinforcement Learning in Parameterized Action Spacecited by 54
- 2024Gymnasium: A Standard Interface for Reinforcement Learning Environmentscited by 46
- 2019Discrete and Continuous Action Representation for Practical RL in Video Gamescited by 39
- 2021HyAR: Addressing Discrete-Continuous Action Reinforcement Learning via Hybrid Action Representationcited by 35
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- 2018A0C: Alpha Zero in Continuous Action Space
- 2026Hybrid TD3: Overestimation Bias Analysis and Stable Policy Optimization for Hybrid Action Space
- 2026Policy Optimization in Hybrid Discrete-Continuous Action Spaces via Mixed Gradients
- 2026When Do Discrete Actions Make Good Continuous Controllers? ↗
- 2024An Investigation of Offline Reinforcement Learning in Factorisable Action Spaces
- 2025Action Space Reduction Strategies for Reinforcement Learning in Autonomous Driving
- 2024Growing Q-Networks: Solving Continuous Control Tasks with Adaptive Control Resolution
- 2026Benchmarking Action Spaces in Reinforcement Learning for Vision-based Robotic Manipulation