Evolving HyperNetworks for Game-Playing Agents
- Christain Carvelli,
- ,
- modl.ai,
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOpen access
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOriginal language
EnglishPages from-to (Number of pages)
Pages 71-72 (2 pages)Publication milestones
- Published - 08/07/2020
Publication status
Published - 08/07/2020
Publisher
Association for Computing Machinery, United StatesISBN (Print)
9781450371278Publication IDs
- Scopus: 85089726267
Host publication title
GECCO '20: Proceedings of the 2020 Genetic and Evolutionary Computation Conference CompanionAbstract
This work investigates the evolution of indirectly-encoded neural networks through a hypernetwork approach. We find that for some Atari games, a hypernetwork with over 14 times fewer parameters, can compete or even outperform directly-encoded policy networks. While hypernetworks perform worse than directly encoded networks in the game Frostbite, in the game Gravitar, the approach reaches a higher score than any other evolutionary method and outperforms complicated deep reinforcement learning setups such as Rainbow.
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Citations
3
Access to documents
Accepted author manuscript, 607.97 KB
Related Event
Title
Genetic and Evolutionary Computation Conference
Event type
ConferenceDegree of recognition
International eventDate
08/07/2020 - 12/07/2020Location
onlineVIRTUALMexico
