Relative Experience Optimization is defined as a method that prioritizes replay based on an upper-bound of the TD error, modulated by on-policyness.
It optimizes the extraction and reuse of experiences by quantifying their marginal utility for policy improvement, transfer, and variance reduction.
Empirical studies on benchmarks like grid-world and CartPole show that REO accelerates convergence and yields higher cumulative rewards compared to uniform replay.
Relative Experience Optimization is a label applied to multiple but related constructions in reinforcement learning and experience-based optimization. In the most specific formulation, it denotes a replay-priority scheme derived from theoretical bounds on the value of replaying a transition once, replacing plain ∣TD∣ prioritization by an upper bound of the form ρmax∣TD∣ (Li et al., 2021). In broader usage, the same phrase or closely aligned ideas refer to optimizing the extraction, selection, reuse, or conditioning of experience by its relative usefulness to the current policy, to downstream transfer, or to gradient-variance reduction rather than by uniform reuse alone (Fan et al., 11 May 2026).
1. Value of experience as the foundational quantity
In the value-based replay formulation, the “value of an experience” is defined in an economic sense as the increase in expected cumulative reward that a rational, fully informed agent would obtain by replaying a stored transition once. Let
ek=(sk,ak,rk,sk′),
and let πold,Qold,Vold denote the policy, state-value, and action-value before the backup, while πnew,Qnew,Vnew denote the corresponding quantities immediately after exactly one update. Three metrics are introduced (Li et al., 2021):
This decomposition separates the gain attributable to policy change from the gain attributable to value evaluation. Its significance is that replay is no longer treated as a heuristic memory mechanism; it is given a utility-theoretic interpretation in terms of value added to cumulative reward. A plausible implication is that replay priorities can be derived from value bounds rather than chosen solely by empirical convention.
2. Q-learning bounds and the reinterpretation of TD error
For tabular Q-learning, a single backup over ek is
ρmax∣TD∣0
with
ρmax∣TD∣1
Under greedy improvement, ρmax∣TD∣2. The central theoretical result is Theorem 1:
ρmax∣TD∣3
The proof sketch relies on the contraction property of ρmax∣TD∣4 and on the fact that only ρmax∣TD∣5 changes, by at most ρmax∣TD∣6. For ρmax∣TD∣7, the change is ρmax∣TD∣8 if ρmax∣TD∣9, and zero otherwise. Empirically, in a ek=(sk,ak,rk,sk′)0 grid-world maze and in CartPole, plots of the three value metrics against ek=(sk,ak,rk,sk′)1 place almost all points under the identity line, with many lying tightly on it (Li et al., 2021).
The importance of this result is not that ek=(sk,ak,rk,sk′)2 equals value of experience, but that it upper-bounds it. This addresses a common misconception in prioritized replay: large TD error is not itself the value added by replay, but it can serve as a theoretically justified proxy for an upper bound on that value.
3. Maximum-entropy extension, on-policyness, and the REO priority
In maximum-entropy RL, rewards are augmented by ek=(sk,ak,rk,sk′)3, the soft Bellman backup is
ek=(sk,ak,rk,sk′)4
and the new policy is
ek=(sk,ak,rk,sk′)5
The soft TD error is
ek=(sk,ak,rk,sk′)6
The same value metrics are defined in entropy-augmented form. Theorem 2 states that if
ek=(sk,ak,rk,sk′)7
then for each ek=(sk,ak,rk,sk′)8,
ek=(sk,ak,rk,sk′)9
Theorem 3 gives a lower bound for πold,Qold,Vold0 and πold,Qold,Vold1: πold,Qold,Vold2
and for πold,Qold,Vold3,
πold,Qold,Vold4
No analogous uniform lower bound holds for πold,Qold,Vold5. In words, each soft-value metric lies in the interval
πold,Qold,Vold6
where πold,Qold,Vold7 captures how “on-policy” the experience is. Empirical plots in soft Q-learning on the grid-world maze and CartPole show samples clustering between the two bounding lines (Li et al., 2021).
This leads directly to Relative Experience Optimization. The replay priority is set by the estimated upper bound: πold,Qold,Vold8
Operationally, one defines
πold,Qold,Vold9
where πnew,Qnew,Vnew0 estimates πnew,Qnew,Vnew1, samples mini-batches proportionally to πnew,Qnew,Vnew2, and applies importance-sampling corrections as in PER. At storage time, πnew,Qnew,Vnew3 is recorded; at replay time, πnew,Qnew,Vnew4 is recomputed by a forward pass of the Q-network; then
πnew,Qnew,Vnew5
This criterion carries over to standard Q-learning by setting πnew,Qnew,Vnew6 (Li et al., 2021).
4. Replay optimization beyond the original REO derivation
Several related frameworks optimize experience replay without using the specific πnew,Qnew,Vnew7 construction. In Experience Replay Optimization (ERO), replay is cast as a separate policy-gradient problem with two interacting policies: an agent policy πnew,Qnew,Vnew8 and a replay policy πnew,Qnew,Vnew9. The replay policy takes a feature vector EVB(ek):=Vπnew(sk)−Vπold(sk),0 for each stored transition, outputs a priority score EVB(ek):=Vπnew(sk)−Vπold(sk),1, defines a Bernoulli sampling distribution over the buffer, and is trained to maximize the “replay reward”
EVB(ek):=Vπnew(sk)−Vπold(sk),2
the change in the agent’s cumulative return after training on the sampled subset. The replay-policy gradient is derived by REINFORCE, using
EVB(ek):=Vπnew(sk)−Vπold(sk),3
with
EVB(ek):=Vπnew(sk)−Vπold(sk),4
The reported behavior is adaptive rather than rule-based: the learned replay policy tends to prefer more recent transitions and, in some tasks, slightly lower TD-error examples (Zha et al., 2019).
In multi-agent reinforcement learning, MAC-PO formulates prioritized replay as regret minimization over sampling weights of transitions. At iteration EVB(ek):=Vπnew(sk)−Vπold(sk),5, nonnegative weights EVB(ek):=Vπnew(sk)−Vπold(sk),6 satisfy
EVB(ek):=Vπnew(sk)−Vπold(sk),7
and the outer objective minimizes policy regret subject to a weighted Bellman-projection constraint. After relaxation and a Lagrangian treatment, the closed-form optimal weights are proportional to
EVB(ek):=Vπnew(sk)−Vπold(sk),8
up to normalization and a negligible revisit error EVB(ek):=Vπnew(sk)−Vπold(sk),9. The factors were interpreted as Bellman error, value-enhancement, on-policity, and a purely multi-agent joint-action term (Mei et al., 2023).
Variance Reduction Experience Replay (VRER) addresses a different criterion: reducing the variance of policy-gradient estimators when reusing historical trajectories. It forms importance-sampling weights
and optimizes a replay-weighted surrogate objective over fresh and reused trajectories. A central insight is a bias-variance trade-off: reusing older experience increases bias but reduces gradient variance. The more recent analysis states the informal objective as minimizing
and proposes a variance-ratio test or a KL-based approximation to select which past policies enter the reuse set PIV(ek):=a∑[πnew(a∣sk)−πold(a∣sk)]Qnew(sk,a),2 (Zheng et al., 2021, Zheng et al., 5 Feb 2026).
Taken together, these formulations show that “experience optimization” may target distinct objective functions: cumulative-return improvement, regret minimization, or gradient-variance reduction. This suggests that the relative worth of experience is architecture- and objective-dependent rather than universal.
5. Experience optimization in self-evolving agents and cross-task transfer
In Evolving-RL, “relative experience optimization” appears in a broader form: a shared policy PIV(ek):=a∑[πnew(a∣sk)−πold(a∣sk)]Qnew(sk,a),3 acts as both extractor and solver, and experience extraction and utilization are jointly optimized within the same parameter vector PIV(ek):=a∑[πnew(a∣sk)−πold(a∣sk)]Qnew(sk,a),4. For a completed source interaction with task description PIV(ek):=a∑[πnew(a∣sk)−πold(a∣sk)]Qnew(sk,a),5, trajectory PIV(ek):=a∑[πnew(a∣sk)−πold(a∣sk)]Qnew(sk,a),6, and source reward PIV(ek):=a∑[πnew(a∣sk)−πold(a∣sk)]Qnew(sk,a),7, the extractor samples candidate skills
The conceptual claim is explicit: the method optimizes for “relative” usefulness of experience by tying extractor rewards directly to cross-task downstream gains and by simultaneously refining a solver to exploit informative skills and ignore spurious ones (Fan et al., 11 May 2026).
Beyond RL replay, experience-based expensive optimization treats each expensive black-box problem as part of a family of related tasks. Shared task-independent parameters are meta-learned for a deep kernel learning surrogate and then adapted to a target task using only EIV(ek):=Qnew(sk,aold)−Qold(sk,aold),aold=argamaxQold(sk,a).5 solutions from the target task, with EIV(ek):=Qnew(sk,aold)−Qold(sk,aold),aold=argamaxQold(sk,a).6 the dimension of the decision space. The learned “experience” becomes the initialization of the surrogate, enabling regression-based surrogate-assisted evolutionary algorithms to start from EIV(ek):=Qnew(sk,aold)−Qold(sk,aold),aold=argamaxQold(sk,a).7 evaluations instead of the usual EIV(ek):=Qnew(sk,aold)−Qold(sk,aold),aold=argamaxQold(sk,a).8 or more (Yu et al., 2023).
A related but training-free line appears in Training-Free GRPO. Vanilla GRPO uses normalized numeric advantage
whereas Training-Free GRPO replaces it by a textual “semantic advantage” EVB=PIV+EIV.0 distilled from grouped rollouts and accumulated into an experience library EVB=PIV+EIV.1. At inference time, EVB=PIV+EIV.2 is inserted into the prompt as a learned token prior: EVB=PIV+EIV.3
No parameter update is performed. This is not replay prioritization in the strict Q-learning sense, but it preserves the central theme of relative experience evaluation: experience is ranked, distilled, and re-injected according to its group-relative usefulness (Cai et al., 9 Oct 2025).
6. Empirical findings, limitations, and recurring misconceptions
The original replay-priority formulation was implemented in “soft DQN” on nine Atari games. The reported baselines were uniform replay, PER with priority EVB=PIV+EIV.4, and VER with priority EVB=PIV+EIV.5. All agents trained for EVB=PIV+EIV.6 frames with the Mnih et al. network, EVB=PIV+EIV.7, EVB=PIV+EIV.8, buffer EVB=PIV+EIV.9, and batch ek0. Uniform replay provided the baseline; PER yielded ek1 average gain over uniform; VER yielded ek2 gain over uniform and ek3 gain over PER, and typically converged faster (Li et al., 2021).
Other experience-optimization schemes report gains under different objectives. MAC-PO converges faster and attains ek4 capture rate on Predator-Prey under both no-punishment and heavy-punishment settings, yields ek5–ek6 pp higher win-rates than uniform replay, PER, DisCor, and ReMERN on SMAC micromanagement, and improves super-hard MMM2 by ek7–ek8 pp over several MARL baselines; disabling the joint-action term drops final win-rate by ek9 pp (Mei et al., 2023). ERO adds only ρmax∣TD∣00–ρmax∣TD∣01 extra CPU/GPU time and substantially accelerates learning on eight continuous-control benchmarks, while PER gives mixed or negligible gains for DDPG on these tasks (Zha et al., 2019). VRER reports average-return improvements such as ρmax∣TD∣02 for PPO-VRER on CartPole, ρmax∣TD∣03 for TRPO-VRER on Hopper, and up to ρmax∣TD∣04 for A2C-VRER on InvertedPendulum, alongside reported gradient-variance reductions of ρmax∣TD∣05–ρmax∣TD∣06 or ρmax∣TD∣07–ρmax∣TD∣08 depending on the experiment (Zheng et al., 2021, Zheng et al., 5 Feb 2026).
In self-evolving language-agent settings, Evolving-RL reports on ALFWorld unseen tasks: GRPO ρmax∣TD∣09 at ρmax∣TD∣10 success, Evolving-RL ρmax∣TD∣11 at ρmax∣TD∣12 success, and Evolving-RL ρmax∣TD∣13 at ρmax∣TD∣14 success; on Mind2Web overall action accuracy it reports ρmax∣TD∣15 for GRPO ρmax∣TD∣16, ρmax∣TD∣17 for Evolving-RL ρmax∣TD∣18, and ρmax∣TD∣19 for Evolving-RL ρmax∣TD∣20. The ALFWorld ablation further shows that solver-only improves unseen tasks to ρmax∣TD∣21, extractor-only reaches ρmax∣TD∣22 on seen tasks but only ρmax∣TD∣23 on unseen tasks, and full co-evolution reaches ρmax∣TD∣24 on seen tasks and ρmax∣TD∣25 on unseen tasks (Fan et al., 11 May 2026). Training-Free GRPO reports AIME24/AIME25 gains from ρmax∣TD∣26 to ρmax∣TD∣27 without tools, gains from ρmax∣TD∣28 to ρmax∣TD∣29 with ReAct and a code interpreter, and a WebWalkerQA pass@1 increase from ρmax∣TD∣30 to ρmax∣TD∣31, with ρmax∣TD∣32 distilled in ρmax∣TD∣33 epochs at cost %%%%100πold,Qold,Vold0101%%%%dρmax∣TD∣3690fewerinitializationrunsacrossDTLZ1–DTLZ6(<ahref="/papers/2304.04166"title=""rel="nofollow"data−turbo="false"class="assistant−link"x−datax−tooltip.raw="">Yuetal.,2023</a>).</p><p>Severalmisconceptionsrecuracrossthisliterature.OneisthatexperiencevalueisequivalenttoTDerror;thevalue−perspectiveresultsshowanupper−boundrelation,notanidentity,andinsoftQ−learningtheboundismodulatedbyon−policyness,withnoanalogousuniformlowerboundfor\rho_{\max}|\text{TD}|$37 (Li et al., 2021). A second is that more historical reuse is always beneficial; VRER’s theoretical contribution is precisely to formalize the bias-variance trade-off, where older samples can reduce variance while increasing bias (Zheng et al., 2021, Zheng et al., 5 Feb 2026). A third is that experience optimization is only a replay-buffer problem; Evolving-RL, experience-based surrogate adaptation, and Training-Free GRPO show that experience can also be extracted as skills, internalized into model parameters, or distilled into a token prior (Fan et al., 11 May 2026, Yu et al., 2023, Cai et al., 9 Oct 2025).
The cumulative picture is therefore heterogeneous but coherent. Relative Experience Optimization, in its narrow sense, is the use of $\rho_{\max}|\text{TD}|$38 as an upper-bound priority for replay. In a broader sense, it names a research direction in which the usefulness of experience is evaluated relative to current policy, downstream transfer benefit, coordination structure, or estimator variance. This suggests that the unifying question is not whether experience should be reused, but how its marginal utility should be formalized for the learning system at hand.