29,459 research outputs found

    Evolving macro-actions for planning

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    Domain re-engineering through macro-actions (i.e. macros) provides one potential avenue for research into learning for planning. However, most existing work learns macros that are reusable plan fragments and so observable from planner behaviours online or plan characteristics offline. Also, there are learning methods that learn macros from domain analysis. Nevertheless, most of these methods explore restricted macro spaces and exploit specific features of planners or domains. But, the learning examples, especially that are used to acquire previous experiences, might not cover many aspects of the system, or might not always reflect that better choices have been made during the search. Moreover, any specific properties are not likely to be common with many planners or domains. This paper presents an offline evolutionary method that learns macros for arbitrary planners and domains. Our method explores a wider macro space and learns macros that are somehow not observable from the examples. Our method also represents a generalised macro learning framework as it does not discover or utilise any specific structural properties of planners or domains

    An evolutionary behavioral model for decision making

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    For autonomous agents the problem of deciding what to do next becomes increasingly complex when acting in unpredictable and dynamic environments pursuing multiple and possibly conflicting goals. One of the most relevant behavior-based model that tries to deal with this problem is the one proposed by Maes, the Bbehavior Network model. This model proposes a set of behaviors as purposive perception-action units which are linked in a nonhierarchical network, and whose behavior selection process is orchestrated by spreading activation dynamics. In spite of being an adaptive model (in the sense of self-regulating its own behavior selection process), and despite the fact that several extensions have been proposed in order to improve the original model adaptability, there is not a robust model yet that can self-modify adaptively both the topological structure and the functional purpose\ud of the network as a result of the interaction between the agent and its environment. Thus, this work proffers an innovative hybrid model driven by gene expression programming, which makes two main contributions: (1) given an initial set of meaningless and unconnected units, the evolutionary mechanism is able to build well-defined and robust behavior networks which are adapted and specialized to concrete internal agent's needs and goals; and (2)\ud the same evolutionary mechanism is able to assemble quite\ud complex structures such as deliberative plans (which operate in the long-term) and problem-solving strategies

    Evolutionary Algorithms for Reinforcement Learning

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    There are two distinct approaches to solving reinforcement learning problems, namely, searching in value function space and searching in policy space. Temporal difference methods and evolutionary algorithms are well-known examples of these approaches. Kaelbling, Littman and Moore recently provided an informative survey of temporal difference methods. This article focuses on the application of evolutionary algorithms to the reinforcement learning problem, emphasizing alternative policy representations, credit assignment methods, and problem-specific genetic operators. Strengths and weaknesses of the evolutionary approach to reinforcement learning are presented, along with a survey of representative applications

    Ms Pac-Man versus Ghost Team CEC 2011 competition

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    Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself. Ā© 2011 IEEE

    Reinforcement Learning: A Survey

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    This paper surveys the field of reinforcement learning from a computer-science perspective. It is written to be accessible to researchers familiar with machine learning. Both the historical basis of the field and a broad selection of current work are summarized. Reinforcement learning is the problem faced by an agent that learns behavior through trial-and-error interactions with a dynamic environment. The work described here has a resemblance to work in psychology, but differs considerably in the details and in the use of the word ``reinforcement.'' The paper discusses central issues of reinforcement learning, including trading off exploration and exploitation, establishing the foundations of the field via Markov decision theory, learning from delayed reinforcement, constructing empirical models to accelerate learning, making use of generalization and hierarchy, and coping with hidden state. It concludes with a survey of some implemented systems and an assessment of the practical utility of current methods for reinforcement learning.Comment: See http://www.jair.org/ for any accompanying file

    Ways of Applying Artificial Intelligence in Software Engineering

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    As Artificial Intelligence (AI) techniques have become more powerful and easier to use they are increasingly deployed as key components of modern software systems. While this enables new functionality and often allows better adaptation to user needs it also creates additional problems for software engineers and exposes companies to new risks. Some work has been done to better understand the interaction between Software Engineering and AI but we lack methods to classify ways of applying AI in software systems and to analyse and understand the risks this poses. Only by doing so can we devise tools and solutions to help mitigate them. This paper presents the AI in SE Application Levels (AI-SEAL) taxonomy that categorises applications according to their point of AI application, the type of AI technology used and the automation level allowed. We show the usefulness of this taxonomy by classifying 15 papers from previous editions of the RAISE workshop. Results show that the taxonomy allows classification of distinct AI applications and provides insights concerning the risks associated with them. We argue that this will be important for companies in deciding how to apply AI in their software applications and to create strategies for its use
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