Selective Growing Q-Networks (SGQN): An Analysis of Adaptive Action Grids in Decoupled Q-Learning
Organizations: Faculty of Engineering, Department of Computer Science Albert-Ludwigs-Universität Freiburg, Germany
Abstract
Value-based Q-learning for continuous control can discretise the action space, but the resolution of the discretisation trades early exploration against final precision. Growing Q-Networks (GQN) grow the resolution uniformly from coarse to fine. We introduce Selective Growing Q-Networks (SGQN), which keeps decoupled Q-learning and replaces uniform growth with an adaptive action grid: bins are added next to bins with high estimated Q-value, bins with low Q-value are pruned, and actions are chosen epsilon-greedily. On eight DeepMind Control Suite (DMControl) tasks with 2 to 12 action dimensions, SGQN has the highest mean final return among the compared methods on four, is within 1.1% of the best method on three more, and is 3.4% below Bang-Bang MPO on Walker Run, using on average 7.5 of 9 available bins per dimension. We then test whether the adaptive grid explains these results, and find that it does not. Growth activates every candidate bin and behaves like uniform growth, and removing pruning changes the return by at most 1.1%. Two other choices matter: starting from a coarse grid, since starting with all 9 bins produces collapsed seeds, and epsilon-greedy selection, since an annealed softmax lowers the return by 23% to 100%. SGQN is insensitive to its growth and pruning hyperparameters. It also differs from the GQN and DecQN baselines in other respects, notably one gradient update per environment step instead of one per eight, which we did not control for, so we do not attribute its advantage to a single component. We present SGQN as a competitive value-based method and as an analysis of which ingredients of a growing action grid matter.
Figures & tables
| Component | SGQN | GQN | DecQN | CQN |
|---|---|---|---|---|
| Observations | State | State | State | Pixels in our runs (84 84, 3 frames); the paper also reports state-based tasks |
| Two averaged critics | Yes | Yes (C); double Q-learning (P) | Yes (C, P) | Not stated |
| -step, | 3, 0.6 | 3, 0.6 | 3, 0.6 (C, P) | 3 (1 on Walker tasks) |
| Replay exponent | 0.4, constant | 0.2, constant | 0.2 (C, P) | Not applicable |
| Network | Layer-norm MLP trunk, 2 512 | Residual layer-norm network, 512 | Same as GQN (C); 500 hidden units (P) | Pixel encoder |
| Updates per environment step | 1 | 1/8 (C); not stated (P) | 1/8 (C); not stated (P) | 1 per 2 agent steps |
| Method | Cheetah Run | Fish Swim | Hopper Hop | Quadruped Walk | Reacher Easy | Reacher Hard | Walker Run | Walker Walk |
|---|---|---|---|---|---|---|---|---|
| SGQN (Ours) | 788 37 | 715 17 | 257 11 | 924 10 | 962 12 | 951 16 | 713 13 | 957 3 |
| SGQN without pruning (old code) | 741 42 | 662 51 | 63 76 | 901 15 † | 967 6 | 924 67 | 710 22 | 941 5 |
| GQN | 603 14 | 561 19 | 174 55 | 739 208 | 966 4 | 953 4 | 585 11 | 948 2 |
| DecQN | 172 18 | 80 4 | 1 0 | 168 30 | 182 89 | 9 2 | 119 8 | 389 93 |
| CQN | 179 10 † | 79 7 | 10 4 | 179 23 † | 168 61 | 11 7 | 144 18 | 413 49 |
| Bang-Bang PPO | 515 97 † | 193 123 | 27 31 | 396 197 | 754 46 † | – | 258 49 | 548 186 |
| Task | Action dim. | Active bins | Alignment | Q spread | Return |
|---|---|---|---|---|---|
| Cheetah Run | 6 | 7.5 / 9 | 1.000 | 0.8% | 788 |
| Fish Swim | 5 | 7.5 / 9 | 1.000 | 1.0% | 715 |
| Hopper Hop | 4 | 7.5 / 9 | 1.000 | 2.9% | 257 |
| Quadruped Walk | 12 | 7.5 / 9 | 1.001 | 2.6% | 924 |
| Reacher Easy | 2 | 7.5 / 9 | 1.000 | 0.5% | 962 |
| Reacher Hard | 2 | 7.5 / 9 | 1.000 | 0.6% | 951 |
| Variant | Fish Swim | Hopper Hop | Quadruped Walk | Walker Run |
|---|---|---|---|---|
| Full method | 718 (13) | 254 (12) | 927 (10) | 713 (15) |
| No pruning | 726 (12) | 255 (12) | 928 (8) | 710 (16) |
| Uniform instead of value-guided growth | 718 (13) | 254 (12) | 926 (11) | 713 (15) |
| Start with all 9 bins (no growth) | 722 (14) | 252 (32) | 818 (132) | 684 (49) |
| Annealed softmax instead of -greedy | 508 (19) | 0 (0) | 250 (44) | 547 (21) |
| Hyperparameter | Value | Hopper Hop | Walker Run |
|---|---|---|---|
| prune threshold | 0.25 | 257 (15) | 710 (7) |
| 0.5 | 256 (15) | 712 (8) | |
| 0.75 | 257 (13) | 713 (11) | |
| growth threshold | 0.7 | 256 (15) | 712 (8) |
| 0.85 | 256 (15) | 712 (8) | |
| 0.95 | 254 (14) | 712 (8) |
Appendix figures & tables3 assets
Supplementary material from the paper’s appendix.
Appendix
| Hyperparameter | Value |
|---|---|
| Full grid bins | 9 |
| Initial bins | 3 (boundary and centre bins, which are protected anchors) |
| Growth interval | 300 episodes |
| Pruning interval | 50 episodes |
| Growth threshold | 0.85 (fraction of the best running mean Q) |
| Pruning threshold | 0.5 (quantile of the mature bins) |
| Hyperparameter | Value |
|---|---|
| Optimiser | Adam |
| Learning rate | |
| Discount | 0.99 |
| Replay buffer size | |
| Batch size | 256 |
| -step returns | 3 |
| Task | Action Dim. | State Dim. |
|---|---|---|
| Reacher Easy | 2 | 7 |
| Reacher Hard | 2 | 7 |
| Hopper Hop | 4 | 15 |
| Fish Swim | 5 | 26 |
| Cheetah Run | 6 | 17 |
| Walker Walk | 6 | 24 |
Reinforcement Learning
Reinforcement learning studies how agents learn sequential decisions from rewards and interaction, balancing exploration, performance, safety, and adaptation.
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