Research map / Reinforcement learning / Policy gradient and actor-critic
Value-Evolutionary-Based Reinforcement Learning
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Proposes VEB-RL, which evolves a population of Q-networks using negative TD error as fitness and lets only elite individuals interact with the environment, improving DQN, Rainbow, and SPR on MinAtar and Atari.
Problem
Combining evolutionary algorithms with RL has mostly targeted policy-based RL with cumulative-reward fitness, leaving value-based RL underexplored; uniform interaction of all population members also injects low-quality samples and wastes samples.
Approach
Maintain a population of Q-networks (with target networks) evolved by GA or CEM, ranked by negative TD error computed from replay buffer samples without environment interaction, and use Elite Interaction so only top-N individuals generate experience for the shared replay buffer while the RL agent is injected into the population each generation.
Key results
- On MinAtar, VEB-RL yields about 100% improvement over DQN on Asterix and Seaquest and about 50% on Breakout and Space Invaders.
- GA-based VEB-SPR improves SPR by roughly 40% on Atari 100k, outperforming baselines on seven of nine tasks (e.g., Battle Zone 15505 vs 9190 for SPR).
- On MuJoCo, GA-based VEB-TD3 reaches Ant 7356 vs TD3 6219 and Walker 5490 vs 4806 (average returns).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add VEB-RL evolution to SPR | SPR · Atari 100k | average performance: SPR to VEB-SPR: 3678.4 -> 4099.1 on Qbert; 25.5 -> 43.1 on Boxing; 26.7 -> 30.6 on Freeway | Helped |
| Add VEB-RL evolution to SPR | SPR · Atari 100k — Pong | average performance: SPR: -4.2; VEB-SPR: 10.3 | Hurt |
| Add VEB-RL evolution to SPR | SPR · Atari 100k — Seaquest | average performance: SPR: 541.7; VEB-SPR: 677.5 | Hurt |
| Add VEB-RL to TD3 | TD3 · MUJOCO | average performance: Ant: 6219 -> 7356; Humanoid: 6362 -> 6940; Walker: 4806 -> 5490 | Helped |
| Use Elite Interaction with N=0 (no elite experiences supplied) (ablation) | VEB-RL · MinAtar — Breakout and Asterix | undiscounted return | Hurt |
| Increase the number of interacting elites N (ablation) | VEB-RL · MinAtar — Breakout and Asterix | undiscounted return | Hurt |
| Reduce fitness sample size M (ablation) | VEB-RL · MinAtar — Breakout and Space Invaders | undiscounted return | Hurt |
| Use a larger fitness sample size M (ablation) | VEB-RL · MinAtar | undiscounted return | Mixed |
| Use negative TD error as the population fitness metric instead of cumulative reward | VEB-RL · Space Invaders and Freeway | Spearman rank correlation coefficient | Helped |
| Add VEB-RL value evolution | DQN · MinAtar and Atari | undiscounted return | Helped |
| Add VEB-RL value evolution | Rainbow · Atari | undiscounted return | Helped |
Surprising findings
- Using VEB-RL with N=0 (no elite interaction) still slightly outperforms DQN, but performance declines as the number of interacting elites N increases.
- Performance collapses when RL is prohibited from interacting with the environment, attributed to distributional shift.
Limitations
- No theoretical guarantees; supported only by experiments.
- Adds computational and time overhead from maintaining a population of Q-networks and target networks.
- Fitness uses random sampling from the replay buffer, which may not ensure state coverage.
Experimental setup
Datasets: MinAtar Atari Atari 100k MuJoCo
Benchmarks: MinAtar Atari Atari 100k MuJoCo
Metrics: undiscounted return Spearman rank correlation TD error elite rate
Baselines: ERL CEM-RL ERL-Re2 PDERL CURL OTRainbow SimPLe SPR TD3 DQN Rainbow
Builds on: ERL CEM-RL DQN Rainbow SPR
Closest papers by meaning
- Evolution-Guided Policy Gradient in Reinforcement Learning (NeurIPS 2018 · similarity 0.89)
- ERL-TD: Evolutionary Reinforcement Learning Enhanced with Truncated Variance and Distillation Mutation (AAAI 2024 · similarity 0.89)
- EvoRainbow: Combining Improvements in Evolutionary Reinforcement Learning for Policy Search (ICML 2024 · similarity 0.88)
- Two-Stage Evolutionary Reinforcement Learning for Enhancing Exploration and Exploitation (AAAI 2024 · similarity 0.87)
- A Perspective of Q-value Estimation on Offline-to-Online Reinforcement Learning (AAAI 2024 · similarity 0.85)
- Is Value Learning Really the Main Bottleneck in Offline RL? (NeurIPS 2024 · similarity 0.85)
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