text: Reinforcement Learning algorithms can learn complex behavioral patterns for sequential decision making tasks wherein an agent interacts with an environment and acquires feedback in the form of rewards sampled from it. Traditionally, such algorithms make decisions, i.e., select actions to execute, at every single time step of the agent-environment interactions. In this paper, we propose a novel framework, Fine Grained Action Repetition (FiGAR), which enables the agent to decide the action as well as the time scale of repeating it. FiGAR can be used for improving any Deep Reinforcement Learning algorithm which maintains an explicit policy estimate by enabling temporal abstractions in the action space. We empirically demonstrate the efficacy of our framework by showing performance improvements on top of three policy search algorithms in different domains: Asynchronous Advantage Actor Critic in the Atari 2600 domain, Trust Region Policy Optimization in Mujoco domain and Deep Deterministic Policy Gradients in the TORCS car racing domain.
  @cite_18: Deep reinforcement learning has been shown to be a powerful framework for learning policies from complex high-dimensional sensory inputs to actions in complex tasks, such as the Atari domain. In this paper, we explore output representation modeling in the form of temporal abstraction to improve convergence and reliability of deep reinforcement learning approaches. We concentrate on macro-actions, and evaluate these on different Atari 2600 games, where we show that they yield significant improvements in learning speed. Additionally, we show that they can even achieve better scores than DQN. We offer analysis and explanation for both convergence and final results, revealing a problem deep RL approaches have with sparse reward signals.
  @cite_22: Deep Reinforcement Learning methods have achieved state of the art performance in learning control policies for the games in the Atari 2600 domain. One of the important parameters in the Arcade Learning Environment (ALE) is the frame skip rate. It decides the granularity at which agents can control game play. A frame skip value of @math allows the agent to repeat a selected action @math number of times. The current state of the art architectures like Deep Q-Network (DQN) and Dueling Network Architectures (DuDQN) consist of a framework with a static frame skip rate, where the action output from the network is repeated for a fixed number of frames regardless of the current state. In this paper, we propose a new architecture, Dynamic Frame skip Deep Q-Network (DFDQN) which makes the frame skip rate a dynamic learnable parameter. This allows us to choose the number of times an action is to be repeated based on the current state. We show empirically that such a setting improves the performance on relatively harder games like Seaquest.
  @cite_7: 
summary: The Dynamic Frameskip Deep Q-network [ @cite_22 ] proposes to use multiple time scales of action repetition by augmenting the Deep Q Network (DQN) [ @cite_7 ] with separate streams of the same primitive actions corresponding to each time scale. This way, the time scale of action repetition is dynamically learned. Although this framework leads to a significant improvement in the performance on a few Atari 2600 games, it suffers from not being able to support multiple time scales due to potential explosion of the action space and is restricted to discrete action spaces. @cite_18 also explore learning macro-actions composed using the same action repeated for different time scales. However, their framework is limited to discrete action spaces and performance improvements are not significant.