881 research outputs found
Data-efficient Neuroevolution with Kernel-Based Surrogate Models
Surrogate-assistance approaches have long been used in computationally
expensive domains to improve the data-efficiency of optimization algorithms.
Neuroevolution, however, has so far resisted the application of these
techniques because it requires the surrogate model to make fitness predictions
based on variable topologies, instead of a vector of parameters. Our main
insight is that we can sidestep this problem by using kernel-based surrogate
models, which require only the definition of a distance measure between
individuals. Our second insight is that the well-established Neuroevolution of
Augmenting Topologies (NEAT) algorithm provides a computationally efficient
distance measure between dissimilar networks in the form of "compatibility
distance", initially designed to maintain topological diversity. Combining
these two ideas, we introduce a surrogate-assisted neuroevolution algorithm
that combines NEAT and a surrogate model built using a compatibility distance
kernel. We demonstrate the data-efficiency of this new algorithm on the low
dimensional cart-pole swing-up problem, as well as the higher dimensional
half-cheetah running task. In both tasks the surrogate-assisted variant
achieves the same or better results with several times fewer function
evaluations as the original NEAT.Comment: In GECCO 201
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
A Neuroevolutionary Approach to Stochastic Inventory Control in Multi-Echelon Systems
Stochastic inventory control in multi-echelon systems poses hard problems in optimisation under uncertainty. Stochastic programming can solve small instances optimally, and approximately solve larger instances via scenario reduction techniques, but it cannot handle arbitrary nonlinear constraints or other non-standard features. Simulation optimisation is an alternative approach that has recently been applied to such problems, using policies that require only a few decision variables to be determined. However, to find optimal or near-optimal solutions we must consider exponentially large scenario trees with a corresponding number of decision variables. We propose instead a neuroevolutionary approach: using an artificial neural network to compactly represent the scenario tree, and training the network by a simulation-based evolutionary algorithm. We show experimentally that this method can quickly find high-quality plans using networks of a very simple form
Machine Learning For Planetary Mining Applications
Robotic mining could prove to be an efficient method of mining resources for extended missions on the Moon or Mars. One component of robotic mining is scouting an area for resources to be mined by other robotic systems. Writing controllers for scouting can be difficult due to the need for fault tolerance, inter-agent cooperation, and agent problem solving. Reinforcement learning could solve these problems by enabling the scouts to learn to improve their performance over time. This work is divided into two sections, with each section addressing the use of machine learning in this domain. The first contribution of this work focuses on the application of reinforcement learning to mining mission analysis. Various mission parameters were modified and control policies were learned. Then agent performance was used to assess the effect of the mission parameters on the performance of the mission. The second contribution of this work explores the potential use of reinforcement learning to learn a controller for the scouts. Through learning, these scouts would improve their ability to map their surroundings over time
Reuse of Neural Modules for General Video Game Playing
A general approach to knowledge transfer is introduced in which an agent
controlled by a neural network adapts how it reuses existing networks as it
learns in a new domain. Networks trained for a new domain can improve their
performance by routing activation selectively through previously learned neural
structure, regardless of how or for what it was learned. A neuroevolution
implementation of this approach is presented with application to
high-dimensional sequential decision-making domains. This approach is more
general than previous approaches to neural transfer for reinforcement learning.
It is domain-agnostic and requires no prior assumptions about the nature of
task relatedness or mappings. The method is analyzed in a stochastic version of
the Arcade Learning Environment, demonstrating that it improves performance in
some of the more complex Atari 2600 games, and that the success of transfer can
be predicted based on a high-level characterization of game dynamics.Comment: Accepted at AAAI 1
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