Evolution Strategies (ES) have recently been demonstrated to be a viable alternative to reinforcement learning (RL) algorithms on a set of challenging deep RL problems, including Atari games and MuJoCo humanoid locomotion benchmarks. While the ES algorithms in that work belonged to the specialized class of natural evolution strategies (which resemble approximate gradient RL algorithms, such as REINFORCE), we demonstrate that even a very basic canonical ES algorithm can achieve the same or even better performance. This success of a basic ES algorithm suggests that the state-of-the-art can be advanced further by integrating the many advances made in the field of ES in the last decades. We also demonstrate qualitatively that ES algorithms have very different performance characteristics than traditional RL algorithms: on some games, they learn to exploit the environment and perform much better while on others they can get stuck in suboptimal local minima. Combining their strengths with those of traditional RL algorithms is therefore likely to lead to new advances in the state of the art.
Evolutionary strategies, such as the Covariance Matrix Adaptation Evolution Strategy (CMA-ES @cite_8 ), are commonly used as a baseline approach in reinforcement learning tasks @cite_9 @cite_5 @cite_22 @cite_27 . Here, we only discuss the most recent related works, which also followed up on the work by ; in particular, we discuss three related arXiv preprints that scientists at Uber released in the last two months about work concurrent to ours.
@cite_22 @cite_8 @cite_9 @cite_27 @cite_5
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This paper presents a novel evolutionary optimization strategy based on the derandomized evolution strategy with covariance matrix adaptation (CMA-ES). This new approach is intended to reduce the number of generations required for convergence to the optimum. Reducing the number of generations, i.e., the time complexity of the algorithm, is important if a large population size is desired: (1) to reduce the effect of noise; (2) to improve global search properties; and (3) to implement the algorithm on (highly) parallel machines. Our method results in a highly parallel algorithm which scales favorably with large numbers of processors. This is accomplished by efficiently incorporating the available information from a large population, thus significantly reducing the number of generations needed to adapt the covariance matrix. The original version of the CMA-ES was designed to reliably adapt the covariance matrix in small populations but it cannot exploit large populations efficiently. Our modifications scale up the efficiency to population sizes of up to 10n, where n is the problem dimension. This method has been applied to a large number of test problems, demonstrating that in many cases the CMA-ES can be advanced from quadratic to linear time complexity. Uncertainty arises in reinforcement learning from various sources, and therefore it is necessary to consider statistics based on several roll-outs for evaluating behavioral policies. We add an adaptive uncertainty handling based on Hoeffding and empirical Bernstein races to the CMA-ES, a variable metric evolution strategy proposed for direct policy search. The uncertainty handling adjusts individually the number of episodes considered for the evaluation of a policy. The performance estimation is kept just accurate enough for a sufficiently good ranking of candidate policies, which is in turn sufficient for the CMA-ES to find better solutions. This increases the learning speed as well as the robustness of the algorithm. Hyperparameters of deep neural networks are often optimized by grid search, random search or Bayesian optimization. As an alternative, we propose to use the Covariance Matrix Adaptation Evolution Strategy (CMA-ES), which is known for its state-of-the-art performance in derivative-free optimization. CMA-ES has some useful invariance properties and is friendly to parallel evaluations of solutions. We provide a toy example comparing CMA-ES and state-of-the-art Bayesian optimization algorithms for tuning the hyperparameters of a convolutional neural network for the MNIST dataset on 30 GPUs in parallel. This paper investigates the relation between the covariance matrix adaptation evolution strategy and the natural evolution strategy, the latter of which is recently proposed and is formulated as a natural gradient based method on the expected fitness under the mutation distribution. To enable to compare these algorithms, we derive the explicit form of the natural gradient of the expected fitness and transform it into the forms corresponding to the mean vector and the covariance matrix of the mutation distribution. We show that the natural evolution strategy can be viewed as a variant of covariance matrix adaptation evolution strategies using Cholesky update and also that the covariance matrix adaptation evolution strategy can be formulated as a variant of natural evolution strategies. Derived from the concept of self-adaptation in evolution strategies, the CMA (Covariance Matrix Adaptation) adapts the covariance matrix of a multi-variate normal search distribution. The CMA was originally designed to perform well with small populations. In this review, the argument starts out with large population sizes, reflecting recent extensions of the CMA algorithm. Commonalities and differences to continuous Estimation of Distribution Algorithms are analyzed. The aspects of reliability of the estimation, overall step size control, and independence from the coordinate system (invariance) become particularly important in small populations sizes. Consequently, performing the adaptation task with small populations is more intricate. CMA-ES is one of the most popular stochastic search algorithms. It performs favourably in many tasks without the need of extensive parameter tuning. The algorithm has many beneficial properties, including automatic step-size adaptation, efficient covariance updates that incorporates the current samples as well as the evolution path and its invariance properties. Its update rules are composed of well established heuristics where the theoretical foundations of some of these rules are also well understood. In this paper we will fully derive all CMA-ES update rules within the framework of expectation-maximisation-based stochastic search algorithms using information-geometric trust regions. We show that the use of the trust region results in similar updates to CMA-ES for the mean and the covariance matrix while it allows for the derivation of an improved update rule for the step-size. Our new algorithm, Trust-Region Co-variance Matrix Adaptation Evolution Strategy (TR-CMA-ES) is fully derived from first order optimization principles and performs favourably in compare to standard CMA-ES algorithm. We investigate a class of reinforcement learning dynamics where players adjust their strategies based on their actions' cumulative payoffs over time-specifically, by playing mixed strategies that maximize their expected cumulative payoff minus a regularization term. A widely studied example is exponential reinforcement learning, a process induced by an entropic regularization term which leads mixed strategies to evolve according to the replicator dynamics. However, in contrast to the class of regularization functions used to define smooth best responses in models of stochastic fictitious play, the functions used in this paper need not be infinitely steep at the boundary of the simplex; in fact, dropping this requirement gives rise to an important dichotomy between steep and nonsteep cases. In this general framework, we extend several properties of exponential learning, including the elimination of dominated strategies, the asymptotic stability of strict Nash equilibria, and the convergence of time-averaged trajectories in zero-sum games with an interior Nash equilibrium. Efficient exploration remains a challenging research problem in reinforcement learning, especially when an environment contains large state spaces, deceptive local optima, or sparse rewards. To tackle this problem, we present a diversity-driven approach for exploration, which can be easily combined with both off- and on-policy reinforcement learning algorithms. We show that by simply adding a distance measure to the loss function, the proposed methodology significantly enhances an agent's exploratory behaviors, and thus preventing the policy from being trapped in local optima. We further propose an adaptive scaling method for stabilizing the learning process. We demonstrate the effectiveness of our method in huge 2D gridworlds and a variety of benchmark environments, including Atari 2600 and MuJoCo. Experimental results show that our method outperforms baseline approaches in most tasks in terms of mean scores and exploration efficiency. This paper puts forward two useful methods for self-adaptation of the mutation distribution - the concepts of derandomization and cumulation. Principle shortcomings of the concept of mutative strategy parameter control and two levels of derandomization are reviewed. Basic demands on the self-adaptation of arbitrary (normal) mutation distributions are developed. Applying arbitrary, normal mutation distributions is equivalent to applying a general, linear problem encoding. The underlying objective of mutative strategy parameter control is roughly to favor previously selected mutation steps in the future. If this objective is pursued rigorously, a completely derandomized self-adaptation scheme results, which adapts arbitrary normal mutation distributions. This scheme, called covariance matrix adaptation (CMA), meets the previously stated demands. It can still be considerably improved by cumulation - utilizing an evolution path rather than single search steps. Simulations on various test functions reveal local and global search properties of the evolution strategy with and without covariance matrix adaptation. Their performances are comparable only on perfectly scaled functions. On badly scaled, non-separable functions usually a speed up factor of several orders of magnitude is observed. On moderately mis-scaled functions a speed up factor of three to ten can be expected. The effort devoted to hand-crafting image classifiers has motivated the use of architecture search to discover them automatically. Reinforcement learning and evolution have both shown promise for this purpose. This study introduces a regularized version of a popular asynchronous evolutionary algorithm. We rigorously compare it to the non-regularized form and to a highly-successful reinforcement learning baseline. Using the same hardware, compute effort and neural network training code, we conduct repeated experiments side-by-side, exploring different datasets, search spaces and scales. We show regularized evolution consistently produces models with similar or higher accuracy, across a variety of contexts without need for re-tuning parameters. In addition, regularized evolution exhibits considerably better performance than reinforcement learning at early search stages, suggesting it may be the better choice when fewer compute resources are available. This constitutes the first controlled comparison of the two search algorithms in this context. Finally, we present new architectures discovered with regularized evolution that we nickname AmoebaNets. These models set a new state of the art for CIFAR-10 (mean test error = 2.13 ) and mobile-size ImageNet (top-5 accuracy = 92.1 with 5.06M parameters), and reach the current state of the art for ImageNet (top-5 accuracy = 96.2 ). An evolution strategy (ES) variant recently attracted significant attention due to its surprisingly good performance at optimizing neural networks in challenging deep reinforcement learning domains. It searches directly in the parameter space of neural networks by generating perturbations to the current set of parameters, checking their performance, and moving in the direction of higher reward. The resemblance of this algorithm to a traditional finite-difference approximation of the reward gradient in parameter space naturally leads to the assumption that it is just that. However, this assumption is incorrect. The aim of this paper is to definitively demonstrate this point empirically. ES is a gradient approximator, but optimizes for a different gradient than just reward (especially when the magnitude of candidate perturbations is high). Instead, it optimizes for the average reward of the entire population, often also promoting parameters that are robust to perturbation. This difference can channel ES into significantly different areas of the search space than gradient descent in parameter space, and also consequently to networks with significantly different properties. This unique robustness-seeking property, and its consequences for optimization, are demonstrated in several domains. They include humanoid locomotion, where networks from policy gradient-based reinforcement learning are far less robust to parameter perturbation than ES-based policies that solve the same task. While the implications of such robustness and robustness-seeking remain open to further study, the main contribution of this work is to highlight that such differences indeed exist and deserve attention. To date, reinforcement learning has mostly been studied solving simple learning tasks. Reinforcement learning methods that have been studied so far typically converge slowly. The purpose of this work is thus two-fold: 1) to investigate the utility of reinforcement learning in solving much more complicated learning tasks than previously studied, and 2) to investigate methods that will speed up reinforcement learning. This paper compares eight reinforcement learning frameworks: adaptive heuristic critic (AHC) learning due to Sutton, Q-learning due to Watkins, and three extensions to both basic methods for speeding up learning. The three extensions are experience replay, learning action models for planning, and teaching. The frameworks were investigated using connectionism as an approach to generalization. To evaluate the performance of different frameworks, a dynamic environment was used as a testbed. The environment is moderately complex and nondeterministic. This paper describes these frameworks and algorithms in detail and presents empirical evaluation of the frameworks. We present a method for reinforcement learning of closely related skills that are parameterized via a skill embedding space. We learn such skills by taking advantage of latent variables and exploiting a connection between reinforcement learning and variational inference. The main contribution of our work is an entropy-regularized policy gradient formulation for hierarchical policies, and an associated, data-efficient and robust off-policy gradient algorithm based on stochastic value gradients. We demonstrate the effectiveness of our method on several simulated robotic manipulation tasks. We find that our method allows for discovery of multiple solutions and is capable of learning the minimum number of distinct skills that are necessary to solve a given set of tasks. In addition, our results indicate that the hereby proposed technique can interpolate and or sequence previously learned skills in order to accomplish more complex tasks, even in the presence of sparse rewards. 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. Mutation operators such as Gaussian, Levy and Cauchy have been used with evolutionary programming (EP). According to the no free lunch theorem, it is impossible for EP with a single mutation operator to outperform always. For example, Classical EP (CEP) with Gaussian mutation is better at searching in a local neighborhood while the Fast EP (FEP) with the Cauchy mutation performs better over a larger neighborhood. Motivated by these observations, we propose an ensemble approach where each mutation operator has its associated population and every population benefits from every function call. This approach enables us to benefit from different mutation operators with different parameter values whenever they are effective during different stages of the search process. In addition, the recently proposed Adaptive EP (AEP) using Gaussian (ACEP) and Cauchy (AFEP) mutations is also evaluated. In the AEP, the strategy parameter values are adapted based on the search performance in the previous few generations. The performance of ensemble is compared with a mixed mutation strategy, which integrates several mutation operators into a single algorithm as well as against the AEP with a single mutation operator. Improved performance of the ensemble over the single mutation-based algorithms and mixed mutation algorithm is verified using statistical tests. Temporally extended actions (e.g., macro actions) have proven very useful for speeding up learning, ensuring robustness and building prior knowledge into AI systems. The options framework (Precup, 2000; Sutton, Precup & Singh, 1999) provides a natural way of incorporating such actions into reinforcement learning systems, but leaves open the issue of howgood options might be identified. In this paper, we empirically explore a simple approach to creating options. The underlying assumption is that the agent will be asked to perform different goalachievement tasks in an environment that is otherwise the same over time. Our approach is based on the intuition that states that are frequently visited on system trajectories, could prove to be useful subgoals (e.g., McGovern & Barto, 2001; Iba, 1989).We propose a greedy algorithm for identifying subgoals based on state visitation counts. We present empirical studies of this approach in two gridworld navigation tasks. One of the environments we explored contains bottleneck states, and the algorithm indeed finds these states, as expected. The second environment is an empty gridworld with no obstacles. Although the environment does not contain any obvious subgoals, our approach still finds useful options, which essentially allow the agent to explore the environment more quickly. © 1997-2012 IEEE. This paper presents a method for generating complex problems that allow multiple nonobvious solutions for the physical traveling salesman problem (PTSP). PTSP is a single-player game adaptation of the classical traveling salesman problem that makes use of a simple physics model: the player has to visit a number of waypoints as quickly as possible by navigating a ship in real time across an obstacle-filled 2-D map. The difficulty of this game depends on the distribution of waypoints and obstacles across the 2-D plane. Due to the physics of the game, the shortest route is not necessarily the fastest, as the ship's momentum makes it difficult to turn sharply at high speed. This paper proposes an evolutionary approach to obtaining maps where the optimal solution is not immediately obvious. In particular, any optimal route for these maps should differ distinctively from: 1) the optimal distance-based TSP route and 2) the route that corresponds to always approaching the nearest waypoint first. To achieve this, the evolutionary algorithm covariance matrix adaptation-evolutionary strategy (CMA-ES) is employed, where maps, indirectly represented as vectors of real numbers, are evolved to differentiate maximally between a game-playing agent that follows two or more different routes. The results presented in this paper show that CMA-ES is able to generate maps that fulfil the desired conditions. We introduce two mechanisms for interference mitigation, inspired by evolutionary game theory and machine learning to support the coexistence of a macrocell network underlaid with self-organized femtocell networks. In the first approach, stand-alone femtocells choose their strategies, observe the behavior of other players, and make the best decision based on their instantaneous payoff, as well as the average payoff of all other femtocells. We formulate the interactions among selfish femtocells using evolutionary games and demonstrate how the system converges to an equilibrium. In contrast, in the Reinforcement-Learning (RL) approach, information exchange among femtocells is no longer possible and hence each femtocell adapts its strategy and gradually learns by interacting with its environment (i.e., neighboring interferers) through trials-and-errors. Our investigations reveal that through learning, femtocells are able to self-organize by relying only on local information, while mitigating the interference towards the macrocell network. Besides, a trade-off exists where faster convergence is obtained in the evolutionary case as compared to the RL approach, at the expense of more side information. Finally, it is shown that femtocells face an interesting tradeoff of exploration versus exploitation in their learning processes. This thesis considers three complications that arise from applying reinforcement learning to a real-world application. In the process of using reinforcement learning to build an adaptive electronic market-maker, we find the sparsity of data, the partial observability of the domain, and the multiple objectives of the agent to cause serious problems for existing reinforcement learning algorithms. We employ importance sampling (likelihood ratios) to achieve good performance in partially observable Markov decision processes with few data. Our importance sampling estimator requires no knowledge about the environment and places few restrictions on the method of collecting data. It can be used efficiently with reactive controllers, finite-state controllers, or policies with function approximation. We present theoretical analyses of the estimator and incorporate it into a reinforcement learning algorithm. Additionally, this method provides a complete return surface which can be used to balance multiple objectives dynamically. We demonstrate the need for multiple goals in a variety of applications and natural solutions based on our sampling method. The thesis concludes with example results from employing our algorithm to the domain of automated electronic market-making. Thesis Supervisor: Tomaso Poggio Title: Professor of Brain and Cognitive Science Policy improvement methods seek to optimize the parameters of a policy with respect to a utility function. Owing to current trends involving searching in parameter space (rather than action space) and using reward-weighted averaging (rather than gradient estimation), reinforcement learning algorithms for policy improvement, e.g. PoWER and PI2, are now able to learn sophisticated high-dimensional robot skills. A side-effect of these trends has been that, over the last 15 years, reinforcement learning (RL) algorithms have become more and more similar to evolution strategies such as (μW , λ)-ES and CMA-ES. Evolution strategies treat policy improvement as a black-box optimization problem, and thus do not leverage the problem structure, whereas RL algorithms do. In this paper, we demonstrate how two straightforward simplifications to the state-of-the-art RL algorithm PI2 suffice to convert it into the black-box optimization algorithm (μW, λ)-ES. Furthermore, we show that (μW , λ)-ES empirically outperforms PI2 on the tasks in [36]. It is striking that PI2 and (μW , λ)-ES share a common core, and that the simpler algorithm converges faster and leads to similar or lower final costs. We argue that this difference is due to a third trend in robot skill learning: the predominant use of dynamic movement primitives (DMPs). We show how DMPs dramatically simplify the learning problem, and discuss the implications of this for past and future work on policy improvement for robot skill learning