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Evolution strategies as a scalable alternative to reinforcement learning
Let’s briefly look at how RL works. Suppose we are given some environment (e.g. a game) that we’d like to train an agent on. To describe the behavior of the agent, we define a policy function (the brain of the agent), which computes how the agent should act in any given situation. In practice, the policy is usually a neural network that takes the current state of the game as an input and calculates the probability of taking any of the allowed actions. A typical policy function might have about 1,000,000 parameters, so our task comes down to finding the precise setting of these parameters such that the policy plays well (i.e. wins a lot of games).
The training process for the policy works as follows. Starting from a random initialization, we let the agent interact with the environment for a while and collect episodes of interaction (e.g. each episode is one game of Pong). We thus obtain a complete recording of what happened: what sequence of states we encountered, what actions we took in each state, and what the reward was at each step. As an example, below is a diagram of three episodes that each took 10 time steps in a hypothetical environment. Each rectangle is a state, and rectangles are colored green if the reward was positive (e.g. we just got the ball past our opponent) and red if the reward was negative (e.g. we missed the ball):
On “Evolution”. Before we dive into the ES approach, it is important to note that despite the word “evolution”, ES has very little to do with biological evolution. Early versions of these techniques may have been inspired by biological evolution and the approach can, on an abstract level, be seen as sampling a population of individuals and allowing the successful individuals to dictate the distribution of future generations. However, the mathematical details are so heavily abstracted away from biological evolution that it is best to think of ES as simply a class of black-box stochastic optimization techniques.
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