5 research outputs found

    Controller for TORCS created by imitation

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    Proceeding of: IEEE Symposium on Computational Intelligence and Games, 2009. CIG 2009, september 7-10, 2009, Milano, ItalyThis paper is an initial approach to create a controller for the game TORCS by learning how another controller or humans play the game. We used data obtained from two controllers and from one human player. The first controller is the winner of the WCCI 2008 Simulated Car Racing Competition, and the second one is a hand coded controller that performs a complete lap in all tracks. First, each kind of controller is imitated separately, then a mix of the data is used to create new controllers. The imitation is performed by means of training a feed forward neural network with the data, using the backpropagation algorithm for learning.This work was supported in part by the University Carlos III of Madrid under grant PIF UC3M01-0809 and by the Ministry of Science and Innovation under project TRA2007- 67374-C02-02

    An Evolutionary Tuned Driving System for Virtual Car Racing Games: The AUTOPIA Driver

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    International audienceThis work presents a driving system designed for virtual racing situations. It is based on a complete modular architecture capable of automatically driving a car along a track with or without opponents. The architecture is composed of intuitive modules, with each one being responsible for a basic aspect of car driving. Moreover, this modularity of the architecture will allow us to replace or add modules in the future as a way to enhance particular features of particular situations. In the present work, some of the modules are implemented by means of hand-designed driving heuristics, whereas modules responsible for adapting the speed and direction of the vehicle to the track's shape, both critical aspects of driving a vehicle, are optimized by means of a genetic algorithm that evaluates the performance of the controller in four different tracks to obtain the best controller in a large number of situations; the algorithm also penalizes controllers that go out of the track, lose control, or get damaged. The evaluation of the performance is done in two ways. First, in runs with and without adversaries over several tracks. And second, the architecture was submitted as a participant to the 2010 Simulated Car Racing Competition, which in end won laurels

    Deep learning based approaches for imitation learning.

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    Imitation learning refers to an agent's ability to mimic a desired behaviour by learning from observations. The field is rapidly gaining attention due to recent advances in computational and communication capabilities as well as rising demand for intelligent applications. The goal of imitation learning is to describe the desired behaviour by providing demonstrations rather than instructions. This enables agents to learn complex behaviours with general learning methods that require minimal task specific information. However, imitation learning faces many challenges. The objective of this thesis is to advance the state of the art in imitation learning by adopting deep learning methods to address two major challenges of learning from demonstrations. Firstly, representing the demonstrations in a manner that is adequate for learning. We propose novel Convolutional Neural Networks (CNN) based methods to automatically extract feature representations from raw visual demonstrations and learn to replicate the demonstrated behaviour. This alleviates the need for task specific feature extraction and provides a general learning process that is adequate for multiple problems. The second challenge is generalizing a policy over unseen situations in the training demonstrations. This is a common problem because demonstrations typically show the best way to perform a task and don't offer any information about recovering from suboptimal actions. Several methods are investigated to improve the agent's generalization ability based on its initial performance. Our contributions in this area are three fold. Firstly, we propose an active data aggregation method that queries the demonstrator in situations of low confidence. Secondly, we investigate combining learning from demonstrations and reinforcement learning. A deep reward shaping method is proposed that learns a potential reward function from demonstrations. Finally, memory architectures in deep neural networks are investigated to provide context to the agent when taking actions. Using recurrent neural networks addresses the dependency between the state-action sequences taken by the agent. The experiments are conducted in simulated environments on 2D and 3D navigation tasks that are learned from raw visual data, as well as a 2D soccer simulator. The proposed methods are compared to state of the art deep reinforcement learning methods. The results show that deep learning architectures can learn suitable representations from raw visual data and effectively map them to atomic actions. The proposed methods for addressing generalization show improvements over using supervised learning and reinforcement learning alone. The results are thoroughly analysed to identify the benefits of each approach and situations in which it is most suitable

    Efficient Evolution of Neural Networks

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    This thesis addresses the study of evolutionary methods for the synthesis of neural network controllers. Chapter 1 introduces the research area, reviews the state of the art, discusses promising research directions, and presents the two major scientific objectives of the thesis. The first objective, which is covered in Chapter 2, is to verify the efficacy of some of the most promising neuro-evolutionary methods proposed in the literature, including two new methods that I elaborated. This has been made by designing extended version of the double-pole balancing problem, which can be used to more properly benchmark alternative algorithms, by studying the effect of critical parameters, and by conducting several series of comparative experiments. The obtained results indicate that some methods perform better with respect to all the considered criteria, i.e. performance, robustness to environmental variations and capability to scale-up to more complex problems. The second objective, which is targeted in Chapter 3, consists in the design of a new hybrid algorithm that combines evolution and learning by demonstration. The combination of these two processes is appealing since it potentially allows the adaptive agent to exploit a richer training feedback constituted by both a scalar performance objective (reinforcement signal or fitness measure) and a detailed description of a suitable behaviour (demonstration). The proposed method has been successfully evaluated on two qualitatively different robotic problems. Chapter 4 summarizes the results obtained and describes the major contributions of the thesis

    Enhancing player experience in computer games: A computational Intelligence approach.

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    Ph.DDOCTOR OF PHILOSOPH
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