57,990 research outputs found
Language support for multi agent reinforcement learning
Software Engineering must increasingly address the issues of complexity and uncertainty that arise when systems are to be deployed into a dynamic software ecosystem. There is also interest in using digital twins of systems in order to design, adapt and control them when faced with such issues. The use of multi-agent systems in combination with reinforcement learning is an approach that will allow software to intelligently adapt to respond to changes in the environment. This paper proposes a language extension that encapsulates learning-based agents and system building operations and shows how it is implemented in ESL. The paper includes examples the key features and describes the application of agent-based learning implemented in ESL applied to a real-world supply chain
Efficient Communication via Reinforcement Learning
Why do languages partition mental concepts into words the way the do? Recent works have taken a information-theoretic view on human language and suggested that it is shaped by the need for efficient communication. This means that human language is shaped by a simultaneous pressure for being informative, while also being simple in order to minimize the cognitive load. In this thesis we combine the information-theoretic perspective on language with recent advances in deep multi-agent reinforcement learning. We explore how efficient communication emerges between two artificial agents in a signaling game as a by-product of them maximizing a shared reward signal. This is tested in the domain of colors and numeral systems, two domains in which human languages tends to support efficient communication. We find that the communication developed by the artificial agents in these domains shares characteristics with human languages when it comes to efficiency and structure of semantic partitions. even though the agents lack the full perceptual and linguistic architecture of humans.Our results offer a computational learning perspective that may complement the information-theoretic view on the structure of human languages. The results also suggests that reinforcement learning is a powerful and flexible framework that can be used to test and generate hypotheses in silico
HoME: a Household Multimodal Environment
We introduce HoME: a Household Multimodal Environment for artificial agents
to learn from vision, audio, semantics, physics, and interaction with objects
and other agents, all within a realistic context. HoME integrates over 45,000
diverse 3D house layouts based on the SUNCG dataset, a scale which may
facilitate learning, generalization, and transfer. HoME is an open-source,
OpenAI Gym-compatible platform extensible to tasks in reinforcement learning,
language grounding, sound-based navigation, robotics, multi-agent learning, and
more. We hope HoME better enables artificial agents to learn as humans do: in
an interactive, multimodal, and richly contextualized setting.Comment: Presented at NIPS 2017's Visually-Grounded Interaction and Language
Worksho
ViZDoom Competitions: Playing Doom from Pixels
This paper presents the first two editions of Visual Doom AI Competition,
held in 2016 and 2017. The challenge was to create bots that compete in a
multi-player deathmatch in a first-person shooter (FPS) game, Doom. The bots
had to make their decisions based solely on visual information, i.e., a raw
screen buffer. To play well, the bots needed to understand their surroundings,
navigate, explore, and handle the opponents at the same time. These aspects,
together with the competitive multi-agent aspect of the game, make the
competition a unique platform for evaluating the state of the art reinforcement
learning algorithms. The paper discusses the rules, solutions, results, and
statistics that give insight into the agents' behaviors. Best-performing agents
are described in more detail. The results of the competition lead to the
conclusion that, although reinforcement learning can produce capable Doom bots,
they still are not yet able to successfully compete against humans in this
game. The paper also revisits the ViZDoom environment, which is a flexible,
easy to use, and efficient 3D platform for research for vision-based
reinforcement learning, based on a well-recognized first-person perspective
game Doom
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