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Checking the paper, it seems that the algorithm was only tested on 26 games, which doesn't include "skiing", so there's no guarantee in the original work that those hyperparameters are valid for the entire Atari suite.
Hi, thanks for pointing this out. However, I still do not understand why it would affect prioritized experience replay sampling. If you run the algorithm with skiing for seed=123, it simply goes into an infinite loop while sampling from the buffer. It works perfectly for uniform sampling, so I am unable to figure out why this would be the case.
There is a problem with sampling from the replay buffer with data-efficient rainbow hyper-parameters with 'skiing'. It goes into an infinite loop.
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