# EvoRL: A GPU-accelerated Framework for Evolutionary Reinforcement Learning

arXiv: https://arxiv.org/abs/2501.15129 · HTML: https://mlsanity.com/paper/2501.15129/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 53 of its 87 references that are in the map.
- First posted on arXiv 25 Jan 2025.

## Placed in

- Deep reinforcement learning methods / [RL for games and combinatorial optimization](https://mlsanity.com/deeprl/rl-for-games-and-combinatorial-optimization/)

## Builds on (most cited first, 30 of 53)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Addressing Function Approximation Error in Actor-Critic Methods](https://mlsanity.com/paper/1802.09477/) (2018)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [Soft Actor-Critic Algorithms and Applications](https://mlsanity.com/paper/1812.05905/) (2018)
- [Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning](https://mlsanity.com/paper/2108.10470/) (2021)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [Evolution Strategies as a Scalable Alternative to Reinforcement Learning](https://mlsanity.com/paper/1703.03864/) (2017)
- [Deep Exploration via Bootstrapped DQN](https://mlsanity.com/paper/1602.04621/) (2016)
- [Brax -- A Differentiable Physics Engine for Large Scale Rigid Body Simulation](https://mlsanity.com/paper/2106.13281/) (2021)
- [The CMA Evolution Strategy: A Tutorial](https://mlsanity.com/paper/1604.00772/) (2016)
- [Population Based Training of Neural Networks](https://mlsanity.com/paper/1711.09846/) (2017)
- [Distributed Prioritized Experience Replay](https://mlsanity.com/paper/1803.00933/) (2018)
- [Count-Based Exploration with Neural Density Models](https://mlsanity.com/paper/1703.01310/) (2017)
- [pymoo: Multi-objective Optimization in Python](https://mlsanity.com/paper/2002.04504/) (2020)
- [Revisiting Fundamentals of Experience Replay](https://mlsanity.com/paper/2007.06700/) (2020)
- [Deep Reinforcement Learning and the Deadly Triad](https://mlsanity.com/paper/1812.02648/) (2018)
- [DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality](https://mlsanity.com/paper/2210.13702/) (2022)
- [Dopamine: A Research Framework for Deep Reinforcement Learning](https://mlsanity.com/paper/1812.06110/) (2018)
- [Effective Diversity in Population Based Reinforcement Learning](https://mlsanity.com/paper/2002.00632/) (2020)
- [Survey of Deep Reinforcement Learning for Motion Planning of Autonomous Vehicles](https://mlsanity.com/paper/2001.11231/) (2020)
- [GPU-Accelerated Robotic Simulation for Distributed Reinforcement Learning](https://mlsanity.com/paper/1810.05762/) (2018)
- [Evolved Policy Gradients](https://mlsanity.com/paper/1802.04821/) (2018)
- [Evolution-Guided Policy Gradient in Reinforcement Learning](https://mlsanity.com/paper/1805.07917/) (2018)
- [JaxMARL: Multi-Agent RL Environments and Algorithms in JAX](https://mlsanity.com/paper/2311.10090/) (2023)
- [CEM-RL: Combining evolutionary and gradient-based methods for policy search](https://mlsanity.com/paper/1810.01222/) (2018)
- [Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX](https://mlsanity.com/paper/2306.09884/) (2023)
- [Smooth Exploration for Robotic Reinforcement Learning](https://mlsanity.com/paper/2005.05719/) (2020)
- [Pgx: Hardware-Accelerated Parallel Game Simulators for Reinforcement Learning](https://mlsanity.com/paper/2303.17503/) (2023)
- [Discount Factor as a Regularizer in Reinforcement Learning](https://mlsanity.com/paper/2007.02040/) (2020)

## Built on by (most cited first, 1 of 1)

- [Evolutionary Safety of Recursive Self-Improving AI: Taxonomy, Risk Discovery, and Evaluation](https://mlsanity.com/paper/2609.31186/) (2026)

## Abstract (arXiv)

Evolutionary Reinforcement Learning (EvoRL) has emerged as a promising approach to overcoming the limitations of traditional reinforcement learning (RL) by integrating the Evolutionary Computation (EC) paradigm with RL. However, the population-based nature of EC significantly increases computational costs, thereby restricting the exploration of algorithmic design choices and scalability in large-scale settings. To address this challenge, we introduce textttEvoRL, the first end-to-end EvoRL framework optimized for GPU acceleration. The framework executes the entire training pipeline on accelerators, including environment simulations and EC processes, leveraging hierarchical parallelism through vectorization and compilation techniques to achieve superior speed and scalability. This design enables the efficient training of large populations on a single machine. In addition to its performance-oriented design, textttEvoRL offers a comprehensive platform for EvoRL research, encompassing implementations of traditional RL algorithms (e.g., A2C, PPO, DDPG, TD3, SAC), Evolutionary Algorithms (e.g., CMA-ES, OpenES, ARS), and hybrid EvoRL paradigms such as Evolutionary-guided RL (e.g., ERL, CEM-RL) and Population-Based AutoRL (e.g., PBT). The framework's modular architecture and user-friendly interface allow researchers to seamlessly integrate new components, customize algorithms, and conduct fair benchmarking and ablation studies. The project is open-source and available at: https://github.com/EMI-Group/evorl.
