383 research outputs found
Deep Neuroevolution of Recurrent and Discrete World Models
Neural architectures inspired by our own human cognitive system, such as the
recently introduced world models, have been shown to outperform traditional
deep reinforcement learning (RL) methods in a variety of different domains.
Instead of the relatively simple architectures employed in most RL experiments,
world models rely on multiple different neural components that are responsible
for visual information processing, memory, and decision-making. However, so far
the components of these models have to be trained separately and through a
variety of specialized training methods. This paper demonstrates the surprising
finding that models with the same precise parts can be instead efficiently
trained end-to-end through a genetic algorithm (GA), reaching a comparable
performance to the original world model by solving a challenging car racing
task. An analysis of the evolved visual and memory system indicates that they
include a similar effective representation to the system trained through
gradient descent. Additionally, in contrast to gradient descent methods that
struggle with discrete variables, GAs also work directly with such
representations, opening up opportunities for classical planning in latent
space. This paper adds additional evidence on the effectiveness of deep
neuroevolution for tasks that require the intricate orchestration of multiple
components in complex heterogeneous architectures
Safe Mutations for Deep and Recurrent Neural Networks through Output Gradients
While neuroevolution (evolving neural networks) has a successful track record
across a variety of domains from reinforcement learning to artificial life, it
is rarely applied to large, deep neural networks. A central reason is that
while random mutation generally works in low dimensions, a random perturbation
of thousands or millions of weights is likely to break existing functionality,
providing no learning signal even if some individual weight changes were
beneficial. This paper proposes a solution by introducing a family of safe
mutation (SM) operators that aim within the mutation operator itself to find a
degree of change that does not alter network behavior too much, but still
facilitates exploration. Importantly, these SM operators do not require any
additional interactions with the environment. The most effective SM variant
capitalizes on the intriguing opportunity to scale the degree of mutation of
each individual weight according to the sensitivity of the network's outputs to
that weight, which requires computing the gradient of outputs with respect to
the weights (instead of the gradient of error, as in conventional deep
learning). This safe mutation through gradients (SM-G) operator dramatically
increases the ability of a simple genetic algorithm-based neuroevolution method
to find solutions in high-dimensional domains that require deep and/or
recurrent neural networks (which tend to be particularly brittle to mutation),
including domains that require processing raw pixels. By improving our ability
to evolve deep neural networks, this new safer approach to mutation expands the
scope of domains amenable to neuroevolution
Evolino for recurrent support vector machines
Traditional Support Vector Machines (SVMs) need pre-wired finite time windows
to predict and classify time series. They do not have an internal state
necessary to deal with sequences involving arbitrary long-term dependencies.
Here we introduce a new class of recurrent, truly sequential SVM-like devices
with internal adaptive states, trained by a novel method called EVOlution of
systems with KErnel-based outputs (Evoke), an instance of the recent Evolino
class of methods. Evoke evolves recurrent neural networks to detect and
represent temporal dependencies while using quadratic programming/support
vector regression to produce precise outputs. Evoke is the first SVM-based
mechanism learning to classify a context-sensitive language. It also
outperforms recent state-of-the-art gradient-based recurrent neural networks
(RNNs) on various time series prediction tasks.Comment: 10 pages, 2 figure
Neuroevolution of Self-Interpretable Agents
Inattentional blindness is the psychological phenomenon that causes one to
miss things in plain sight. It is a consequence of the selective attention in
perception that lets us remain focused on important parts of our world without
distraction from irrelevant details. Motivated by selective attention, we study
the properties of artificial agents that perceive the world through the lens of
a self-attention bottleneck. By constraining access to only a small fraction of
the visual input, we show that their policies are directly interpretable in
pixel space. We find neuroevolution ideal for training self-attention
architectures for vision-based reinforcement learning (RL) tasks, allowing us
to incorporate modules that can include discrete, non-differentiable operations
which are useful for our agent. We argue that self-attention has similar
properties as indirect encoding, in the sense that large implicit weight
matrices are generated from a small number of key-query parameters, thus
enabling our agent to solve challenging vision based tasks with at least 1000x
fewer parameters than existing methods. Since our agent attends to only task
critical visual hints, they are able to generalize to environments where task
irrelevant elements are modified while conventional methods fail. Videos of our
results and source code available at https://attentionagent.github.io/Comment: To appear at the Genetic and Evolutionary Computation Conference
(GECCO 2020) as a full pape
Deep learning for video game playing
In this article, we review recent Deep Learning advances in the context of
how they have been applied to play different types of video games such as
first-person shooters, arcade games, and real-time strategy games. We analyze
the unique requirements that different game genres pose to a deep learning
system and highlight important open challenges in the context of applying these
machine learning methods to video games, such as general game playing, dealing
with extremely large decision spaces and sparse rewards
- …