Iterated $Q$-Network: Beyond One-Step Bellman Updates in Deep Reinforcement Learning
Théo Vincent, Daniel Palenicek, Boris Belousov, Jan Peters, Carlo D'Eramo
TL;DR
The paper tackles sample efficiency and computation bottlenecks in value-based and actor-critic RL caused by one-step Bellman updates. It introduces Iterated $Q$-Network (i-QN), a telescoped framework that learns $K$ consecutive Bellman updates in parallel using a chain of $Q$-functions connected by targets, improving information reuse and sample efficiency. The authors provide theoretical justification and a sufficient condition for the descent of the cumulative approximation error, and demonstrate practical instantiations (i-DQN, i-SAC) with strong empirical gains on Atari $2600$ and MuJoCo tasks, while highlighting tradeoffs in training time and memory. The work shows that parallelizing Bellman updates can significantly boost performance, motivating extensions to other sequential RL methods and offering a new tool for scalable, high-performance reinforcement learning.
Abstract
The vast majority of Reinforcement Learning methods is largely impacted by the computation effort and data requirements needed to obtain effective estimates of action-value functions, which in turn determine the quality of the overall performance and the sample-efficiency of the learning procedure. Typically, action-value functions are estimated through an iterative scheme that alternates the application of an empirical approximation of the Bellman operator and a subsequent projection step onto a considered function space. It has been observed that this scheme can be potentially generalized to carry out multiple iterations of the Bellman operator at once, benefiting the underlying learning algorithm. However, till now, it has been challenging to effectively implement this idea, especially in high-dimensional problems. In this paper, we introduce iterated $Q$-Network (i-QN), a novel principled approach that enables multiple consecutive Bellman updates by learning a tailored sequence of action-value functions where each serves as the target for the next. We show that i-QN is theoretically grounded and that it can be seamlessly used in value-based and actor-critic methods. We empirically demonstrate the advantages of i-QN in Atari $2600$ games and MuJoCo continuous control problems.
