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Evolving HyperNetworks for Game-Playing Agents

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Open access

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Original language

English

Pages 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 States
9781450371278

Publication IDs

  • Scopus: 85089726267

Host publication title

GECCO '20: Proceedings of the 2020 Genetic and Evolutionary Computation Conference Companion

Abstract

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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Captures
5
Citations
3

Access to documents

Related Event

Title

Genetic and Evolutionary Computation Conference

Event type

Conference

Degree of recognition

International event

Date

08/07/2020 - 12/07/2020

Location

onlineVIRTUALMexico