Details
Original language | English |
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Title of host publication | Proceedings of the 28th International Joint Conference on Artificial Intelligence, IJCAI 2019 |
Editors | Sarit Kraus |
Pages | 1234-1240 |
Number of pages | 7 |
ISBN (electronic) | 9780999241141 |
Publication status | Published - 2019 |
Externally published | Yes |
Event | 28th International Joint Conference on Artificial Intelligence, IJCAI 2019 - Macao, China Duration: 10 Aug 2019 → 16 Aug 2019 |
Publication series
Name | IJCAI International Joint Conference on Artificial Intelligence |
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ISSN (Print) | 1045-0823 |
Abstract
Recently, Evolution Strategies (ES) have been successfully applied to solve problems commonly addressed by reinforcement learning (RL). Due to the simplicity of ES approaches, their runtime is often dominated by the RL-task at hand (e.g., playing a game). In this work, we introduce Progressive Episode Lengths (PEL) as a new technique and incorporate it with ES. The main objective is to allow the agent to play short and easy tasks with limited lengths, and then use the gained knowledge to further solve long and hard tasks with progressive lengths. Hence allowing the agent to perform many function evaluations and find a good solution for short time horizons before adapting the strategy to tackle larger time horizons. We evaluated PEL on a subset of Atari games from OpenAI Gym, showing that it can substantially improve the optimization speed, stability and final score of canonical ES. Specifically, we show average improvements of 80% (32%) after 2 hours (10 hours) compared to canonical ES.
ASJC Scopus subject areas
- Computer Science(all)
- Artificial Intelligence
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Proceedings of the 28th International Joint Conference on Artificial Intelligence, IJCAI 2019. ed. / Sarit Kraus. 2019. p. 1234-1240 (IJCAI International Joint Conference on Artificial Intelligence).
Research output: Chapter in book/report/conference proceeding › Conference contribution › Research › peer review
}
TY - GEN
T1 - An evolution strategy with progressive episode lengths for playing games
AU - Fuks, Lior
AU - Awad, Noor
AU - Hutter, Frank
AU - Lindauer, Marius
N1 - Funding information: Robert Bosch GmbH is acknowledged for financial support. The authors acknowledge support by the state of Baden-Würrtemberg through bwHPC and the German Research Foundation (DFG) through grant no. INST 39/963-1 FUGG.
PY - 2019
Y1 - 2019
N2 - Recently, Evolution Strategies (ES) have been successfully applied to solve problems commonly addressed by reinforcement learning (RL). Due to the simplicity of ES approaches, their runtime is often dominated by the RL-task at hand (e.g., playing a game). In this work, we introduce Progressive Episode Lengths (PEL) as a new technique and incorporate it with ES. The main objective is to allow the agent to play short and easy tasks with limited lengths, and then use the gained knowledge to further solve long and hard tasks with progressive lengths. Hence allowing the agent to perform many function evaluations and find a good solution for short time horizons before adapting the strategy to tackle larger time horizons. We evaluated PEL on a subset of Atari games from OpenAI Gym, showing that it can substantially improve the optimization speed, stability and final score of canonical ES. Specifically, we show average improvements of 80% (32%) after 2 hours (10 hours) compared to canonical ES.
AB - Recently, Evolution Strategies (ES) have been successfully applied to solve problems commonly addressed by reinforcement learning (RL). Due to the simplicity of ES approaches, their runtime is often dominated by the RL-task at hand (e.g., playing a game). In this work, we introduce Progressive Episode Lengths (PEL) as a new technique and incorporate it with ES. The main objective is to allow the agent to play short and easy tasks with limited lengths, and then use the gained knowledge to further solve long and hard tasks with progressive lengths. Hence allowing the agent to perform many function evaluations and find a good solution for short time horizons before adapting the strategy to tackle larger time horizons. We evaluated PEL on a subset of Atari games from OpenAI Gym, showing that it can substantially improve the optimization speed, stability and final score of canonical ES. Specifically, we show average improvements of 80% (32%) after 2 hours (10 hours) compared to canonical ES.
UR - http://www.scopus.com/inward/record.url?scp=85074913351&partnerID=8YFLogxK
U2 - 10.24963/ijcai.2019/172
DO - 10.24963/ijcai.2019/172
M3 - Conference contribution
AN - SCOPUS:85074913351
T3 - IJCAI International Joint Conference on Artificial Intelligence
SP - 1234
EP - 1240
BT - Proceedings of the 28th International Joint Conference on Artificial Intelligence, IJCAI 2019
A2 - Kraus, Sarit
T2 - 28th International Joint Conference on Artificial Intelligence, IJCAI 2019
Y2 - 10 August 2019 through 16 August 2019
ER -