27,378 research outputs found

    Fuzzy State Aggregation and Policy Hill Climbing for Stochastic Environments

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    Reinforcement learning is one of the more attractive machine learning technologies, due to its unsupervised learning structure and ability to continually learn even as the operating environment changes. Additionally, by applying reinforcement learning to multiple cooperative software agents (a multi-agent system) not only allows each individual agent to learn from its own experience, but also opens up the opportunity for the individual agents to learn from the other agents in the system, thus accelerating the rate of learning. This research presents the novel use of fuzzy state aggregation, as the means of function approximation, combined with the fastest policy hill climbing methods of Win or Lose Fast (WoLF) and policy-dynamics based WoLF (PD-WoLF). The combination of fast policy hill climbing and fuzzy state aggregation function approximation is tested in two stochastic environments: Tileworld and the simulated robot soccer domain, RoboCup. The Tileworld results demonstrate that a single agent using the combination of FSA and PHC learns quicker and performs better than combined fuzzy state aggregation and Q-learning reinforcement learning alone. Results from the multi-agent RoboCup domain again illustrate that the policy hill climbing algorithms perform better than Q-learning alone in a multi-agent environment. The learning is further enhanced by allowing the agents to share their experience through a weighted strategy sharing

    Application of Fuzzy State Aggregation and Policy Hill Climbing to Multi-Agent Systems in Stochastic Environments

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    Reinforcement learning is one of the more attractive machine learning technologies, due to its unsupervised learning structure and ability to continually even as the operating environment changes. Applying this learning to multiple cooperative software agents (a multi-agent system) not only allows each individual agent to learn from its own experience, but also opens up the opportunity for the individual agents to learn from the other agents in the system, thus accelerating the rate of learning. This research presents the novel use of fuzzy state aggregation, as the means of function approximation, combined with the policy hill climbing methods of Win or Lose Fast (WoLF) and policy-dynamics based WoLF (PD-WoLF). The combination of fast policy hill climbing (PHC) and fuzzy state aggregation (FSA) function approximation is tested in two stochastic environments; Tileworld and the robot soccer domain, RoboCup. The Tileworld results demonstrate that a single agent using the combination of FSA and PHC learns quicker and performs better than combined fuzzy state aggregation and Q-learning lone. Results from the RoboCup domain again illustrate that the policy hill climbing algorithms perform better than Q-learning alone in a multi-agent environment. The learning is further enhanced by allowing the agents to share their experience through a weighted strategy sharing

    Reward-Reinforced Generative Adversarial Networks for Multi-agent Systems

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    Multi-agent systems deliver highly resilient and adaptable solutions for common problems in telecommunications, aerospace, and industrial robotics. However, achieving an optimal global goal remains a persistent obstacle for collaborative multi-agent systems, where learning affects the behaviour of more than one agent. A number of nonlinear function approximation methods have been proposed for solving the Bellman equation, which describe a recursive format of an optimal policy. However, how to leverage the value distribution based on reinforcement learning, and how to improve the efficiency and efficacy of such systems remain a challenge. In this work, we developed a reward-reinforced generative adversarial network to represent the distribution of the value function, replacing the approximation of Bellman updates. We demonstrated our method is resilient and outperforms other conventional reinforcement learning methods. This method is also applied to a practical case study: maximising the number of user connections to autonomous airborne base stations in a mobile communication network. Our method maximises the data likelihood using a cost function under which agents have optimal learned behaviours. This reward-reinforced generative adversarial network can be used as a generic framework for multi-agent learning at the system level

    Factored temporal difference learning in the new ties environment

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    Although reinforcement learning is a popular method for training an agent for decision making based on rewards, well studied tabular methods are not applicable for large, realistic problems. In this paper, we experiment with a factored version of temporal difference learning, which boils down to a linear function approximation scheme utilising natural features coming from the structure of the task. We conducted experiments in the New Ties environment, which is a novel platform for multi-agent simulations. We show that learning utilising a factored representation is effective even in large state spaces, furthermore it outperforms tabular methods even in smaller problems both in learning speed and stability, because of its generalisation capabilities

    Sample-Efficient Multi-Agent RL: An Optimization Perspective

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    We study multi-agent reinforcement learning (MARL) for the general-sum Markov Games (MGs) under the general function approximation. In order to find the minimum assumption for sample-efficient learning, we introduce a novel complexity measure called the Multi-Agent Decoupling Coefficient (MADC) for general-sum MGs. Using this measure, we propose the first unified algorithmic framework that ensures sample efficiency in learning Nash Equilibrium, Coarse Correlated Equilibrium, and Correlated Equilibrium for both model-based and model-free MARL problems with low MADC. We also show that our algorithm provides comparable sublinear regret to the existing works. Moreover, our algorithm combines an equilibrium-solving oracle with a single objective optimization subprocedure that solves for the regularized payoff of each deterministic joint policy, which avoids solving constrained optimization problems within data-dependent constraints (Jin et al. 2020; Wang et al. 2023) or executing sampling procedures with complex multi-objective optimization problems (Foster et al. 2023), thus being more amenable to empirical implementation

    Self-Organized Polynomial-Time Coordination Graphs

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    Coordination graph is a promising approach to model agent collaboration in multi-agent reinforcement learning. It conducts a graph-based value factorization and induces explicit coordination among agents to complete complicated tasks. However, one critical challenge in this paradigm is the complexity of greedy action selection with respect to the factorized values. It refers to the decentralized constraint optimization problem (DCOP), which and whose constant-ratio approximation are NP-hard problems. To bypass this systematic hardness, this paper proposes a novel method, named Self-Organized Polynomial-time Coordination Graphs (SOP-CG), which uses structured graph classes to guarantee the accuracy and the computational efficiency of collaborated action selection. SOP-CG employs dynamic graph topology to ensure sufficient value function expressiveness. The graph selection is unified into an end-to-end learning paradigm. In experiments, we show that our approach learns succinct and well-adapted graph topologies, induces effective coordination, and improves performance across a variety of cooperative multi-agent tasks
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