mlsanityData to 14 Oct 2026

Playing Atari Space Invaders with Sparse Cosine Optimized Policy Evolution

arXiv 2508.08526 ↗First posted 11 Aug 2025cs.NE cs.AIcited by 1

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Abstract (arXiv)

Evolutionary approaches have previously been shown to be effective learning methods for a diverse set of domains. However, the domain of game-playing poses a particular challenge for evolutionary methods due to the inherently large state space of video games. As the size of the input state expands, the size of the policy must also increase in order to effectively learn the temporal patterns in the game space. Consequently, a larger policy must contain more trainable parameters, exponentially increasing the size of the search space. Any increase in search space is highly problematic for evolutionary methods, as increasing the number of trainable parameters is inversely correlated with convergence speed. To reduce the size of the input space while maintaining a meaningful representation of the original space, we introduce Sparse Cosine Optimized Policy Evolution (SCOPE). SCOPE utilizes the Discrete Cosine Transform (DCT) as a pseudo attention mechanism, transforming an input state into a coefficient matrix. By truncating and applying sparsification to this matrix, we reduce the dimensionality of the input space while retaining the highest energy features of the original input. We demonstrate the effectiveness of SCOPE as the policy for the Atari game Space Invaders. In this task, SCOPE with CMA-ES outperforms evolutionary methods that consider an unmodified input state, such as OpenAI-ES and HyperNEAT. SCOPE also outperforms simple reinforcement learning methods, such as DQN and A3C. SCOPE achieves this result through reducing the input size by 53% from 33,600 to 15,625 then using a bilinear affine mapping of sparse DCT coefficients to policy actions learned by the CMA-ES algorithm.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 15 of its 33 references that are in the map. First posted on arXiv 11 Aug 2025.

Builds on

15 of 33 references.

References · 15

  1. 2017Proximal Policy Optimization Algorithmscited by 15,215
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  3. 2015Deep Reinforcement Learning with Double Q-learningcited by 1,745
  4. 2019Mastering Atari, Go, Chess and Shogi by Planning with a Learned Modelcited by 1,353
  5. 2023Mastering Diverse Domains through World Modelscited by 1,253
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3 more
  1. 2017Deep Neuroevolution: Genetic Algorithms Are a Competitive Alternative for Training Deep Neural Networks for Reinforcement Learningcited by 150
  2. 2021Counter-Strike Deathmatch with Large-Scale Behavioural Cloningcited by 50
  3. 2015Deep Attention Recurrent Q-Networkcited by 27

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Citing papers per year: 2026: 1.

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  1. 2024Learning to Play Atari in a World of Tokens
  2. 2025Learning Game-Playing Agents with Generative Code Optimization
  3. 2024Solving Deep Reinforcement Learning Tasks with Evolution Strategies and Linear Policy Networks
  4. 2024Diffusion Models Are Real-Time Game Engines
  5. 2024Learning to Play Video Games with Intuitive Physics Priors
  6. 2026Player-1: Learning to Play from Synthetic Experience
  7. 2019Memory Based Trajectory-conditioned Policies for Learning from Sparse Rewards
  8. 2024Autoverse: An Evolvable Game Language for Learning Robust Embodied Agents