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nicku_a OP t1_jdhra2m wrote

Sure! Traditionally, hyperparameter optimization (HPO) for reinforcement learning (RL) is particularly difficult when compared to other types of machine learning. This is for several reasons, including the relative sample inefficiency of RL and its sensitivity to hyperparameters.
AgileRL is initially focused on improving HPO for RL in order to allow faster development with robust training. Evolutionary algorithms have been shown to allow faster, automatic convergence to optimal hyperparameters than other HPO methods by taking advantage of shared memory between a population of agents acting in identical environments.
At regular intervals, after learning from shared experiences, a population of agents can be evaluated in an environment. Through tournament selection, the best agents are selected to survive until the next generation, and their offspring are mutated to further explore the hyperparameter space. Eventually, the optimal hyperparameters for learning in a given environment can be reached in significantly less steps than are required using other HPO methods.

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boyetosekuji t1_jdhyeok wrote

ChatGpt: Okay, let me try to explain this using gaming terminology!

Imagine you're playing a game where you have to learn how to do something new, like defeat a tough boss. You have different settings or options (hyperparameters) to choose from, like which weapons or abilities to use, how aggressive or defensive to play, etc.

Now, imagine that this boss is really tough to beat and you don't have many chances to practice. So, you want to find the best combination of options as quickly as possible, without wasting too much time on trial and error. This is where hyperparameter optimization (HPO) comes in.

HPO is like trying out different settings or options until you find the best ones for your playstyle and the boss's behavior. However, in some games (like Dark Souls), it's harder to do this because you don't have many chances to try out different combinations before you die and have to start over. This is similar to reinforcement learning (RL), which is a type of machine learning that learns by trial and error, but it's not very sample efficient.

AgileRL is like having a bunch of other players (agents) who are also trying to defeat the same boss as you. After a while, the best players (agents) are chosen to continue playing, and their "offspring" (new combinations of settings or options) are mutated and tested to see if they work better. This keeps going until the best possible combination of settings or options is found to beat the boss in the fewest possible attempts. Using AgileRL is much faster than other ways of doing HPO for RL, which is like having a lot of other players to help you find the best strategy for defeating the boss.

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Peantoo t1_jdhuqsq wrote

Love it. I tried to come up with something like this myself but never found the time or extra help I'd need to implement it. Glad to see someone has done all the hard work!

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nicku_a OP t1_jdhyqr6 wrote

You can help! Please join the discord and get involved, we’d love to have you

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LifeScientist123 t1_jdiis55 wrote

I'm also new to this so forgive me if this is a dumb question. My understanding was that RL is superior to evolutionary algorithms because in evolutionary algos "mutation" is random, so you evaluate a lot of dud "offspring". In RL algos, eg MCTS, you also do tree search randomly, but you're iteratively picking the best set of actions, without evaluating many dud options. Am I wrong? Somehow mixing RL with evolutionary algorithms seems like a step backwards

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nicku_a OP t1_jdkdxy8 wrote

Good question! So what we’re doing here is not specifically applying evolutionary algorithms instead of RL. We’re applying evolutionary algorithms as a method of HPO, while still using RL to learn and it’s advantages. Take a look at my other comments explaining how this works, and check out the docs for more information.

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