Evolution Strategies as a Scalable Alternative to Reinforcement Learning

Tim SalimansJonathan HoXi ChenIlya Sutskever

article2017arXiv1,829 citations

Demonstrates that evolution strategies can match standard reinforcement learning methods on Atari and MuJoCo benchmarks while scaling efficiently across thousands of parallel CPU workers to achieve dramatic training speedups.

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Modern artificial intelligence heavily relies on reinforcement learning to teach autonomous agents how to solve complex control and decision-making tasks. However, standard reinforcement learning algorithms rely on backpropagating gradients and estimating future reward values, which creates substantial communication overhead and makes it difficult to scale training across modern distributed computer clusters. The article addresses this operational bottleneck by evaluating whether Evolution Strategies, an older class of black-box optimization algorithms, can serve as a highly parallel, scalable alternative to standard reinforcement learning.

The article set out to demonstrate that Evolution Strategies can reliably train deep neural network policies to competitive performance levels on standard continuous robotic control and pixel-based video game benchmarks while achieving dramatic speedups through distributed computing. To evaluate this approach, the authors tested Evolution Strategies on continuous control environments in the MuJoCo physics simulator—including complex tasks like 3D humanoid walking—and 51 standard Atari 2600 games. The implementation eliminated heavy network communication by synchronizing random seeds across workers, allowing over a thousand parallel central processing units on commercial cloud hardware to communicate solely via single scalar reward values per episode.

The core finding is that Evolution Strategies scales near-linearly across large computing clusters, reducing training turnaround time from nearly a full day to mere minutes. Using 1,440 processor cores, the system solved the challenging 3D humanoid walking task in under 10 minutes, compared to roughly 11 hours on a single machine. In terms of sample efficiency, Evolution Strategies required approximately 3 to 10 times more environment interaction data than baseline algorithms on complex tasks, but this gap was offset by requiring roughly 3 times less computation per step because it avoids gradient backpropagation and value function approximation entirely. On the Atari benchmark, one hour of parallel Evolution Strategies training matched the computational cost of standard 24-hour reinforcement learning baselines, outperforming the established asynchronous actor-critic baseline on 23 games while falling short on 28. Furthermore, the approach exhibited robust exploration behavior and was completely invariant to action frequency and delayed rewards.

These findings indicate that computing turnaround time and engineering simplicity can often outweigh pure data efficiency. Because Evolution Strategies only evaluates complete episodes and perturbs policy parameters directly, it eliminates common reinforcement learning failure modes such as exploding gradients and high sensitivity to time-discounting parameters. Organizations can leverage standard cloud compute instances or low-precision inference hardware without requiring specialized high-bandwidth networking or complex gradient synchronization. Decision-makers facing long training cycles or delayed-reward problems should consider Evolution Strategies as a practical option whenever high-volume simulation data can be generated in parallel.

Next steps include applying Evolution Strategies to meta-learning and tasks with long time horizons or non-differentiable network components. Although Evolution Strategies proves highly effective when massive parallel simulation is available, its reliance on higher overall sample counts means it remains less suitable for physical systems where data collection is slow, expensive, or limited to real time.

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Abstract

We explore the use of Evolution Strategies (ES), a class of black box optimization algorithms, as an alternative to popular MDP-based RL techniques such as Q-learning and Policy Gradients. Experiments on MuJoCo and Atari show that ES is a viable solution strategy that scales extremely well with the number of CPUs available: By using a novel communication strategy based on common random numbers, our ES implementation only needs to communicate scalars, making it possible to scale to over a thousand parallel workers. This allows us to solve 3D humanoid walking in 10 minutes and obtain competitive results on most Atari games after one hour of training. In addition, we highlight several advantages of ES as a black box optimization technique: it is invariant to action frequency and delayed rewards, tolerant of extremely long horizons, and does not need temporal discounting or value function approximation.

Table of Contents

  • 1 Introduction
  • 2 Evolution Strategies
  • 2.1 Scaling and parallelizing ES
  • 2.2 The impact of network parameterization
  • 3 Smoothing in parameter space versus smoothing in action space
  • 3.1 When is ES better than policy gradients?
  • 3.2 Problem dimensionality
  • 3.3 Advantages of not calculating gradients
  • 4 Experiments
  • 4.1 MuJoCo
  • 4.2 Atari
  • 4.3 Parallelization
  • 4.4 Invariance to temporal resolution
  • 5 Related work
  • 6 Conclusion
  • References

Knowls

  1. Knowl 1 — Natural Evolution Strategies Objective and Parameter Gradient Estimator

    model/method

    Evolution Strategies (ES) for reinforcement learning optimizes policy parameters θ∈Rd\theta \in \mathbb{R}^d by maximizing the expected return under an isotropic Gaussian parameter distribution pψ(θ)=N(ψ,σ2I)p_\psi(\theta) = \mathcal{N}(\psi, \sigma^2 I), where ψ=θ\psi = \theta is the parameter mean and σ>0\sigma > 0 is a fixed scalar standard deviation. For an environment return function F(θ)F(\theta), the stochastic objective represents a Gaussian-blurred version of FF:

    FES(θ)=Eϵ∼N(0,I)[F(θ+σϵ)]F_{\text{ES}}(\theta) = \mathbb{E}_{\epsilon \sim \mathcal{N}(0, I)} [F(\theta + \sigma \epsilon)]

    Using the score function identity ∇ψEθ∼pψ[F(θ)]=Eθ∼pψ[F(θ)∇ψlog⁡pψ(θ)]\nabla_\psi \mathbb{E}_{\theta \sim p_\psi} [F(\theta)] = \mathbb{E}_{\theta \sim p_\psi} [F(\theta) \nabla_\psi \log p_\psi(\theta)], the gradient with respect to θ\theta is:

    ∇θFES(θ)=1σEϵ∼N(0,I){F(θ+σϵ)ϵ}\nabla_\theta F_{\text{ES}}(\theta) = \frac{1}{\sigma} \mathbb{E}_{\epsilon \sim \mathcal{N}(0, I)} \{ F(\theta + \sigma \epsilon) \epsilon \}

    Because Eϵ∼N(0,I)[F(θ)ϵ/σ]=0\mathbb{E}_{\epsilon \sim \mathcal{N}(0, I)} [F(\theta) \epsilon / \sigma] = 0, this estimator is mathematically equivalent to high-dimensional randomized finite differences:

    ∇θFES(θ)=Eϵ∼N(0,I)[F(θ+σϵ)−F(θ)σϵ]\nabla_\theta F_{\text{ES}}(\theta) = \mathbb{E}_{\epsilon \sim \mathcal{N}(0, I)} \left[ \frac{F(\theta + \sigma \epsilon) - F(\theta)}{\sigma} \epsilon \right]

    This smoothing removes non-smoothness introduced by discontinuous environment transitions or discrete actions, allowing gradient-based stochastic optimization without calculating analytical derivatives via backpropagation.

  2. Knowl 2 — Parallelized Evolution Strategies via Synchronized Random Seeds

    algorithm

    Parallelized Evolution Strategies coordinates nn parallel workers by synchronizing pseudo-random seeds before optimization. Because every worker can reconstruct the perturbations ϵj∈Rd\epsilon_j \in \mathbb{R}^d generated by all other workers j∈{1,…,n}j \in \{1, \dots, n\}, workers only communicate scalar episode returns Fj∈RF_j \in \mathbb{R}, requiring O(1)O(1) communication bandwidth per rollout rather than communicating parameter-sized gradient vectors.

    Input: Learning rate α\alpha, noise standard deviation σ\sigma, initial policy parameters θ0\theta_0, population size nn
    Initialize: nn parallel workers with synchronized pseudo-random number seeds and shared parameters θ0\theta_0
    for t=0,1,2,…t = 0, 1, 2, \dots do
        for each worker i=1,…,ni = 1, \dots, n in parallel do
            Sample perturbation ϵi∼N(0,I)\epsilon_i \sim \mathcal{N}(0, I)
            Evaluate policy θt+σϵi\theta_t + \sigma \epsilon_i on environment rollout to compute return Fi=F(θt+σϵi)F_i = F(\theta_t + \sigma \epsilon_i)
        end for
        Broadcast scalar return FiF_i from each worker ii to all other workers
        for each worker i=1,…,ni = 1, \dots, n in parallel do
            Reconstruct perturbations ϵj\epsilon_j for all j=1,…,nj = 1, \dots, n using known random seeds
            Compute fitness-shaped rank-transformed values or raw returns FjF_j
            Update parameters θt+1←θt+αnσ∑j=1nFjϵj\theta_{t+1} \leftarrow \theta_t + \frac{\alpha}{n \sigma} \sum_{j=1}^n F_j \epsilon_j
        end for
    end for

    Practical variance reduction and stabilization enhancements include:

    • Antithetic sampling (mirrored sampling): Perturbations are evaluated in complementary pairs (ϵi,−ϵi)(\epsilon_i, -\epsilon_i).
    • Fitness shaping: Returns FjF_j are replaced by a rank transformation before computing the gradient step to eliminate outlier distortion and prevent premature convergence to local optima.
    • Weight decay: An L2L_2 regularization penalty is applied to θ\theta to prevent parameter magnitudes from dominating perturbation scale σ\sigma.
    • Dynamic episode length capping: Episode length is truncated at m=2×mean(episode steps)m = 2 \times \text{mean}(\text{episode steps}) to guarantee at least 50%50\% CPU utilization across parallel workers.
  3. Knowl 3 — Estimator Variance Scaling in Parameter-Space Smoothing vs Action-Space Smoothing

    theoretical result

    For an agent executing a sequence of actions a=(a1,…,aT)a = (a_1, \dots, a_T) over an episode of length TT and receiving total return R(a)R(a):

    • Policy Gradients (action-space smoothing) introduce stochasticity into the action distribution p(a;θ)=∏t=1Tp(at;θ)p(a; \theta) = \prod_{t=1}^T p(a_t; \theta) with gradient: ∇θFPG(θ)=Eϵ{R(a(ϵ,θ))∇θlog⁡p(a(ϵ,θ);θ)}\nabla_\theta F_{\text{PG}}(\theta) = \mathbb{E}_\epsilon \{ R(a(\epsilon, \theta)) \nabla_\theta \log p(a(\epsilon, \theta); \theta) \} Assuming simple Monte Carlo estimation (REINFORCE) with a baseline, the variance scales as: Var⁡[∇θFPG(θ)]≈Var⁡[R(a)]∑t=1TVar⁡[∇θlog⁡p(at;θ)]\operatorname{Var}[\nabla_\theta F_{\text{PG}}(\theta)] \approx \operatorname{Var}[R(a)] \sum_{t=1}^T \operatorname{Var}[\nabla_\theta \log p(a_t; \theta)] Because ∇θlog⁡p(a;θ)\nabla_\theta \log p(a; \theta) is a sum of TT uncorrelated terms, the policy gradient estimator variance grows linearly with the episode horizon TT.

    • Evolution Strategies (parameter-space smoothing) introduces stochasticity into parameters θ~=θ+ξ\tilde{\theta} = \theta + \xi where ξ∼N(0,σ2I)\xi \sim \mathcal{N}(0, \sigma^2 I) with gradient: ∇θFES(θ)=Eξ{R(a(ξ,θ))∇θlog⁡p(θ~(ξ,θ);θ)}\nabla_\theta F_{\text{ES}}(\theta) = \mathbb{E}_\xi \{ R(a(\xi, \theta)) \nabla_\theta \log p(\tilde{\theta}(\xi, \theta); \theta) \} Its variance estimator satisfies: Var⁡[∇θFES(θ)]≈Var⁡[R(a)]Var⁡[∇θlog⁡p(θ~;θ)]\operatorname{Var}[\nabla_\theta F_{\text{ES}}(\theta)] \approx \operatorname{Var}[R(a)] \operatorname{Var}[\nabla_\theta \log p(\tilde{\theta}; \theta)]

    The ES variance term Var⁡[∇θlog⁡p(θ~;θ)]\operatorname{Var}[\nabla_\theta \log p(\tilde{\theta}; \theta)] is independent of the episode horizon TT. While policy gradient methods rely on reward discounting or learned value functions to reduce effective horizon (which biases gradients if actions have long-lasting effects), Evolution Strategies remains unbiased and exhibits lower variance on long-horizon, delayed-reward problems without value function approximations.

  4. Knowl 4 — Exploration Enhancement via Virtual Batch Normalization and Action Discretization

    model/method

    Because Evolution Strategies relies solely on parameter perturbations θ+σϵ\theta + \sigma \epsilon for exploration rather than stochastic action selection, standard neural architectures can suffer from insufficient exploration. Two structural parameterizations mitigate this issue:

    1. Virtual Batch Normalization (VBN) for visual policies (e.g., Atari convolutional neural networks): Standard Gaussian perturbations to convolutional weights often produce policies that output identical actions regardless of the input frame. VBN normalizes network activations using normalization statistics computed from a fixed reference minibatch sampled once at initialization. This causes early randomly perturbed networks to become sensitive to minor pixel variations across frames, inducing the diversity of action selection necessary to uncover sparse initial rewards.

    2. Action Discretization for continuous control policies (e.g., MuJoCo robotics tasks): Standard multilayer perceptrons producing continuous control actions can be overly smooth with respect to parameter perturbations. Discretizing continuous action dimensions into uniform discrete bins (e.g., 10 bins per action dimension) forces discontinuous policy outputs with respect to inputs and parameters, generating a wide variety of exploratory behaviors during rollouts.

  5. Knowl 5 — Distributed Scaling and Linear Speedup on MuJoCo 3D Humanoid

    empirical result

    Evolution Strategies was evaluated on the 3D Humanoid walking continuous control task in OpenAI Gym (MuJoCo physics simulator) using parallel worker clusters deployed on Amazon EC2:

    • On a single 18-core CPU instance, ES required 657 minutes (~11 hours) of wall-clock time to achieve a target score of 6,000 (comparable to state-of-the-art reinforcement learning baselines).
    • When scaled to 1,440 CPU cores across 80 instances, ES solved the task to the same 6,000 score threshold in 10 minutes (median of 7 independent runs).
    • The wall-clock scaling from 18 cores to 1,440 cores exhibits linear speedup with core count, enabled by minimal O(1)O(1) scalar-only inter-worker communication.
    • Unlike policy gradient algorithms such as Trust Region Policy Optimization (TRPO), ES discovered multiple distinct locomotion gaits on 3D Humanoid, including walking sideways and walking backwards.
  6. Knowl 6 — Sample Complexity Comparison Between Evolution Strategies and TRPO on MuJoCo Benchmarks

    data/table

    The sample complexity of Evolution Strategies was evaluated against Trust Region Policy Optimization (TRPO) across six continuous robotic control tasks in OpenAI Gym / MuJoCo. Both algorithms used identical neural network policies (multilayer perceptrons with two 64-unit hidden layers and tanh nonlinearities). The table reports the environment interaction timesteps required by TRPO and ES to achieve 25%, 50%, 75%, and 100% of TRPO's final score at 5 million timesteps, averaged over 6 random seeds.

    Environment % TRPO final score TRPO score TRPO timesteps ES timesteps ES / TRPO timesteps
    HalfCheetah 25% -1.35 9.05×1059.05 \times 10^5 1.36×1051.36 \times 10^5 0.15
    50% 793.55 1.70×1061.70 \times 10^6 8.28×1058.28 \times 10^5 0.49
    75% 1589.83 3.34×1063.34 \times 10^6 1.42×1061.42 \times 10^6 0.42
    100% 2385.79 5.00×1065.00 \times 10^6 2.88×1062.88 \times 10^6 0.58
    Hopper 25% 877.45 7.29×1057.29 \times 10^5 3.83×1053.83 \times 10^5 0.53
    50% 1718.16 1.03×1061.03 \times 10^6 3.73×1063.73 \times 10^6 3.64
    75% 2561.11 1.59×1061.59 \times 10^6 9.63×1069.63 \times 10^6 6.05
    100% 3403.46 4.56×1064.56 \times 10^6 3.16×1073.16 \times 10^7 6.94
    InvertedDoublePendulum 25% 2358.98 8.73×1058.73 \times 10^5 3.98×1053.98 \times 10^5 0.46
    50% 4609.68 9.65×1059.65 \times 10^5 4.66×1054.66 \times 10^5 0.48
    75% 6874.03 1.07×1061.07 \times 10^6 5.30×1055.30 \times 10^5 0.49
    100% 9104.07 4.39×1064.39 \times 10^6 5.39×1065.39 \times 10^6 1.23
    InvertedPendulum 25% 276.59 2.21×1052.21 \times 10^5 6.25×1046.25 \times 10^4 0.28
    50% 519.15 2.73×1052.73 \times 10^5 1.43×1051.43 \times 10^5 0.52
    75% 753.17 3.25×1053.25 \times 10^5 2.55×1052.55 \times 10^5 0.78
    100% 1000.00 5.17×1055.17 \times 10^5 4.55×1054.55 \times 10^5 0.88
    Swimmer 25% 41.97 1.04×1061.04 \times 10^6 5.88×1055.88 \times 10^5 0.56
    50% 70.73 1.82×1061.82 \times 10^6 8.52×1058.52 \times 10^5 0.47
    75% 99.68 2.33×1062.33 \times 10^6 1.23×1061.23 \times 10^6 0.53
    100% 128.25 4.59×1064.59 \times 10^6 1.39×1061.39 \times 10^6 0.30
    Walker2d 25% 957.68 1.55×1061.55 \times 10^6 6.43×1056.43 \times 10^5 0.41
    50% 1916.48 2.27×1062.27 \times 10^6 1.29×1071.29 \times 10^7 5.69
    75% 2872.81 2.89×1062.89 \times 10^6 2.31×1072.31 \times 10^7 8.02
    100% 3830.03 4.81×1064.81 \times 10^6 3.79×1073.79 \times 10^7 7.88

    On simpler control environments (HalfCheetah, Swimmer, InvertedPendulum), ES attains equal or superior sample efficiency compared to TRPO (0.30×0.30\times to 0.88×0.88\times timesteps at 100% TRPO performance). On harder locomotion tasks (Hopper, Walker2d), ES solves the tasks within a 7×7\times to 8×8\times sample complexity penalty relative to TRPO.

  7. Knowl 7 — Atari 2600 Benchmark Performance of Evolution Strategies vs A3C and DQN

    data/table

    Evolution Strategies was trained on 51 Atari 2600 games using raw pixel inputs and feedforward convolutional neural networks across 720 parallel CPUs on Amazon EC2 for 1 billion frames (1 hour wall-clock time). Because ES omits backpropagation and value function estimation, 1 billion frames under ES requires equivalent total neural network compute to 320 million frames of Asynchronous Advantage Actor-Critic (A3C, 1 day wall-clock time). Deterministic evaluation scores are averaged over 10 test episodes with up to 30 random initial no-ops.

    Game DQN A3C FF (1 day) HyperNEAT ES FF (1 hour) A2C FF
    Amidar 133.4 283.9 184.4 112.0 548.2
    Assault 3332.3 3746.1 912.6 1673.9 2026.6
    Asterix 124.5 6723.0 2340.0 1440.0 3779.7
    Asteroids 697.1 3009.4 1694.0 1562.0 1733.4
    Atlantis 76108.0 772392.0 61260.0 1267410.0 2872644.8
    Bank Heist 176.3 946.0 214.0 225.0 724.1
    Battle Zone 17560.0 11340.0 36200.0 16600.0 8406.2
    Beam Rider 8672.4 13235.9 1412.8 744.0 4438.9
    Berzerk – 1433.4 1394.0 686.0 720.6
    Bowling 41.2 36.2 135.8 30.0 28.9
    Boxing 25.8 33.7 16.4 49.8 95.8
    Breakout 303.9 551.6 2.8 9.5 368.5
    Centipede 3773.1 3306.5 25275.2 7783.9 2773.3
    Chopper Command 3046.0 4669.0 3960.0 3710.0 1700.0
    Crazy Climber 50992.0 101624.0 0.0 26430.0 100034.4
    Demon Attack 12835.2 84997.5 14620.0 1166.5 23657.7
    Double Dunk 21.6 0.1 2.0 0.2 3.2
    Enduro 475.6 82.2 93.6 95.0 0.0
    Fishing Derby 2.3 13.6 49.8 49.0 33.9
    Freeway 25.8 0.1 29.0 31.0 0.0
    Frostbite 157.4 180.1 2260.0 370.0 266.6
    Gopher 2731.8 8442.8 364.0 582.0 6266.2
    Gravitar 216.5 269.5 370.0 805.0 256.2
    Ice Hockey 3.8 4.7 10.6 4.1 4.9
    Kangaroo 2696.0 106.0 800.0 11200.0 1357.6
    Krull 3864.0 8066.6 12601.4 8647.2 6411.5
    Montezuma's Revenge 50.0 53.0 0.0 0.0 0.0
    Name This Game 5439.9 5614.0 6742.0 4503.0 5532.8
    Phoenix – 28181.8 1762.0 4041.0 14104.7
    Pit Fall – 123.0 0.0 0.0 8.2
    Pong 16.2 11.4 17.4 21.0 20.8
    Private Eye 298.2 194.4 10747.4 100.0 100.0
    Q*Bert 4589.8 13752.3 695.0 147.5 15758.6
    River Raid 4065.3 10001.2 2616.0 5009.0 9856.9
    Road Runner 9264.0 31769.0 3220.0 16590.0 33846.9
    Robotank 58.5 2.3 43.8 11.9 2.2
    Seaquest 2793.9 2300.2 716.0 1390.0 1763.7
    Skiing – 13700.0 7983.6 15442.5 15245.8
    Solaris – 1884.8 160.0 2090.0 2265.0
    Space Invaders 1449.7 2214.7 1251.0 678.5 951.9
    Star Gunner 34081.0 64393.0 2720.0 1470.0 40065.6
    Tennis 2.3 10.2 0.0 4.5 11.2
    Time Pilot 5640.0 5825.0 7340.0 4970.0 4637.5
    Tutankham 32.4 26.1 23.6 130.3 194.3
    Up and Down 3311.3 54525.4 43734.0 67974.0 75785.9
    Venture 54.0 19.0 0.0 760.0 0.0
    Video Pinball 20228.1 185852.6 0.0 22834.8 46470.1
    Wizard of Wor 246.0 5278.0 3360.0 3480.0 1587.5
    Yars Revenge – 7270.8 24096.4 16401.7 8963.5
    Zaxxon 831.0 2659.0 3000.0 6380.0 5.6

    Across the 51 evaluated Atari games, ES outperforms A3C on 23 games and performs worse on 28 games, while demonstrating substantial advantages on games requiring sustained exploratory trajectories or delayed rewards (e.g., Kangaroo: 11,200.0 vs 106.0; Venture: 760.0 vs 19.0; Freeway: 31.0 vs 0.1; Frostbite: 370.0 vs 180.1).

  8. Knowl 8 — Invariance of Evolution Strategies to Temporal Resolution and Frame-Skip

    empirical result

    In MDP-based reinforcement learning algorithms (e.g., Q-learning and policy gradients), the action frequency or simulator frame-skip parameter κ\kappa critically dictates learning success. Lower frame-skip values dramatically expand the effective trajectory step horizon TT, degrading gradient estimation variance and credit assignment.

    Because Evolution Strategies operates directly on total episode returns without temporal discounting, its gradient estimator is invariant to action frequency. When tested on the Atari game Pong across frame-skip values κ∈{1,2,3,4}\kappa \in \{1, 2, 3, 4\}, the ES learning curves remain virtually identical, with each configuration converging to optimal performance in approximately 100 parameter updates.

  9. Knowl 9 — Computational and Architectural Advantages of Gradient-Free Policy Optimization

    model/method

    Optimizing neural policies via Evolution Strategies offers distinct computational and architectural benefits over analytical gradient algorithms:

    1. Compute and memory reductions: By eliminating the backpropagation backward pass and critic/value function training, ES reduces per-episode computation by approximately two-thirds (66%66\%) and drastically cuts memory footprint by avoiding activation storage.
    2. Hardware acceleration on inference devices: ES rollouts require only forward passes, enabling training on low-precision inference-only accelerators (such as TPUs or binary neural networks) where backpropagation memory requirements or gradient precision limits prevent standard gradient descent.
    3. Immunity to exploding gradients in RNNs: Smoothing the objective function in parameter space bounds the effective curvature of the optimization landscape, preventing exploding gradient failures in recurrent neural network policies without explicit gradient clipping.
    4. Support for non-differentiable components: Architectures containing non-differentiable operations, such as hard visual attention mechanisms, can be optimized directly without surrogate relaxation.
  10. Knowl 10 — Independence of ES Optimization from Nominal Parameter Dimension

    theoretical result

    Although zero-order gradient estimation on general non-smooth objectives theoretically exhibits sample complexity scaling linearly with the parameter dimension dd, the empirical performance of Evolution Strategies on neural network policies is governed by the intrinsic problem difficulty rather than the nominal number of parameters.

    For instance, duplicating all features in a linear model y^=x⋅w\hat{y} = x \cdot w by setting x′=(x,x)x' = (x, x) doubles the nominal parameter dimension, but the optimization trajectory under ES remains identical provided the perturbation scale σ\sigma and learning rate α\alpha are halved.

    Empirically, using larger convolutional neural network architectures with ES on Atari 2600 games improves average performance over smaller architectures, mirroring the optimization landscape advantages of overparameterized deep networks (which contain fewer poor local minima) observed in supervised deep learning.

Coverage note — None was omitted; all contributed algorithms, mathematical derivations, parameterization techniques, distributed systems designs, and empirical control/Atari benchmark results were converted into knowls.

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Citation

MLA
Salimans, T., et al. “Evolution Strategies as a Scalable Alternative to Reinforcement Learning”. arXiv, 2017, http://arxiv.org/abs/1703.03864v2.
APA
Salimans, T., Ho, J., Chen, X., Sidor, S., & Sutskever, I. (2017). Evolution Strategies as a Scalable Alternative to Reinforcement Learning. arXiv. http://arxiv.org/abs/1703.03864v2
Chicago
Salimans, T., J. Ho, X. Chen, S. Sidor, and I. Sutskever. 2017. “Evolution Strategies as a Scalable Alternative to Reinforcement Learning”. arXiv. http://arxiv.org/abs/1703.03864v2.
Harvard
Salimans, T. et al. (2017) “Evolution Strategies as a Scalable Alternative to Reinforcement Learning”, arXiv [Preprint]. Available at: http://arxiv.org/abs/1703.03864v2.
Vancouver
1. Salimans T, Ho J, Chen X, Sidor S, Sutskever I (2017) Evolution Strategies as a Scalable Alternative to Reinforcement Learning. arXiv

BibTeX

@article{salimans2017evolution,
  title = {Evolution Strategies as a Scalable Alternative to Reinforcement Learning},
  author = {Salimans, Tim and Ho, Jonathan and Chen, Xi and Sidor, Szymon and Sutskever, Ilya},
  year = {2017},
  journal = {arXiv},
  url = {http://arxiv.org/abs/1703.03864v2},
  eprint = {1703.03864}
}
Metadata:arXiv

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