People keep saying it's "not feasible" to do deep learning on a CPU. Is that actually true? I'm thinking of papers like this one[0] from Uber. that make the claim that CPU training is very much feasible, in this case with a cluster of 10 machines, each with 72~ CPUs. There's a blog post about someone recreating the paper here[1]. Sure, you can't do it on ONE CPU, but the point is to have a cluster of CPUs. It's not the case that you're forced to use nVidia's proprietary stuff in order to do deep learning. [0]: https://arxiv.org/abs/1712.06567 [1]: https://towardsdatascience.com/paper-repro-deep-neuroevoluti...
Deep Neuroevolution: Genetic Algorithms Are a Competitive Alternative for Training Deep Neural Networks for Reinforcement Learning
Felipe Petroski Such, Vashisht Madhavan, Edoardo Conti
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Joel Lehman, Kenneth O. Stanley, Jeff Clune
2017 · arXiv
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Deep artificial neural networks (DNNs) are typically trained via gradient-based learning algorithms, namely backpropagation. Evolution strategies (ES) can rival backprop-based algorithms such as Q-learning and policy gradients on challenging deep reinforcement learning (RL) problems. However, ES can be considered a gradient-based algorithm because it performs stochastic gradient descent via an operation similar to a finite-difference approximation of the gradient. That raises the question of whether non-gradient-based evolutionary algorithms can work at DNN scales. Here we demonstrate they can: we evolve the weights of a DNN with a simple, gradient-free, population-based genetic algorithm (GA) and it performs well on hard deep RL problems, including Atari and humanoid locomotion. The Deep GA successfully evolves networks with over four million free parameters, the largest neural networks ever evolved with a traditional evolutionary algorithm. These results (1) expand our sense of the scale at which GAs can operate, (2) suggest intriguingly that in some cases following the gradient is not the best choice for optimizing performance, and (3) make immediately available the multitude of neuroevolution techniques that improve performance. We demonstrate the latter by showing that combining DNNs with novelty search, which encourages exploration on tasks with deceptive or sparse reward functions, can solve a high-dimensional problem on which reward-maximizing algorithms (e.g.\ DQN, A3C, ES, and the GA) fail. Additionally, the Deep GA is faster than ES, A3C, and DQN (it can train Atari in ${\raise.17ex\hbox{$\scriptstyle\sim$}}$4 hours on one desktop or ${\raise.17ex\hbox{$\scriptstyle\sim$}}$1 hour distributed on 720 cores), and enables a state-of-the-art, up to 10,000-fold compact encoding technique.
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As someone working on a reinforcement learning/neuroevolution problem right now, I find this to be extremely exciting. Fewer parameters, ceteris paribus, is always better—the fact that the experiments in this paper were run on one workstation, rather than on a massive farm of TPUs à la AlphaGo, implies quicker development iteration time and more accessibility to the average researcher. The staging of components in this paper (compressor/controller), where neuroevolution is only applied to a low-dimensional controller, reminds me of Ha and Schmidhuber's recent paper on world models (which is briefly cited) [1]. They employ a variational autoencoder with ~4.4M parameters,…
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an RNN with ~1.7M parameters, and a final controller with just 1,088 parameters! Though it's recently been shown that neuroevolution can scale to millions of parameters [2], the technique of applying evolution to as few parameters as possible and supplementing with either autoencoders or vector quantization seems to be gaining traction. I hope to apply some of the ideas in this paper to multiple co-evolving agents... [1]. https://worldmodels.github.io [2]. https://arxiv.org/abs/1712.06567
Even random search (in the weight space) can outperform gradient-based deep reinforcement learning algorithms on some Atari games. Genetic algorithms are quite competitive. Paper: https://arxiv.org/abs/1712.06567v1
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