104 research outputs found

    Action-selection in RoboCup keepaway soccer : experimenting with player confidence : a thesis presented in partial fulfilment of the requirements for the degree of Masters of Science in Computer Science at Massey University

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    Through the investigation of collaborative multi-agent domains, in particular those of robot soccer and robot rescue, and the examination of many popular action-selection methodologies, this study identifies some of the issues surrounding entropy, action-selection and performance analysis. In order to address these issues, a meaningful method of on-field player evaluation, the confidence model, was first proposed then implemented as an action-selection policy. This model represented player skill through the use of percentages signifying relative strength and weakness and was implemented using a combination of ideas taken from Bayesian Theory. Neural Networks. Reinforcement Learning, Q-Learning and Potential Fields. Through the course of this study, the proposed confidence model action-selection methodology was thoroughly tested using the Keepaway Soccer Framework developed by Stone, Kuhlmann, Taylor and Liu and compared with the performance of its peers. Empirical test results were also presented, demonstrating both the viability and flexibility of this approach as a sound, homogeneous solution, for a team wishing to implement a quickly trainable performance analysis solution

    Evolving Static Representations for Task Transfer

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    An important goal for machine learning is to transfer knowledge between tasks. For example, learning to play RoboCup Keepaway should contribute to learning the full game of RoboCup soccer. Previous approaches to transfer in Keepaway have focused on transforming the original representation to fit the new task. In contrast, this paper explores the idea that transfer is most effective if the representation is designed to be the same even across different tasks. To demonstrate this point, a bird\u27s eye view (BEV) representation is introduced that can represent different tasks on the same two-dimensional map. For example, both the 3 vs. 2 and 4 vs. 3 Keepaway tasks can be represented on the same BEV. Yet the problem is that a raw two-dimensional map is high-dimensional and unstructured. This paper shows how this problem is addressed naturally by an idea from evolutionary computation called indirect encoding, which compresses the representation by exploiting its geometry. The result is that the BEV learns a Keepaway policy that transfers without further learning or manipulation. It also facilitates transferring knowledge learned in a different domain, Knight Joust, into Keepaway. Finally, the indirect encoding of the BEV means that its geometry can be changed without altering the solution. Thus static representations facilitate several kinds of transfer

    Effective Task Transfer Through Indirect Encoding

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    An important goal for machine learning is to transfer knowledge between tasks. For example, learning to play RoboCup Keepaway should contribute to learning the full game of RoboCup soccer. Often approaches to task transfer focus on transforming the original representation to fit the new task. Such representational transformations are necessary because the target task often requires new state information that was not included in the original representation. In RoboCup Keepaway, changing from the 3 vs. 2 variant of the task to 4 vs. 3 adds state information for each of the new players. In contrast, this dissertation explores the idea that transfer is most effective if the representation is designed to be the same even across different tasks. To this end, (1) the bird’s eye view (BEV) representation is introduced, which can represent different tasks on the same two-dimensional map. Because the BEV represents state information associated with positions instead of objects, it can be scaled to more objects without manipulation. In this way, both the 3 vs. 2 and 4 vs. 3 Keepaway tasks can be represented on the same BEV, which is (2) demonstrated in this dissertation. Yet a challenge for such representation is that a raw two-dimensional map is highdimensional and unstructured. This dissertation demonstrates how this problem is addressed naturally by the Hypercube-based NeuroEvolution of Augmenting Topologies (HyperNEAT) approach. HyperNEAT evolves an indirect encoding, which compresses the representation by exploiting its geometry. The dissertation then explores further exploiting the power of such encoding, beginning by (3) enhancing the configuration of the BEV with a focus on iii modularity. The need for further nonlinearity is then (4) investigated through the addition of hidden nodes. Furthermore, (5) the size of the BEV can be manipulated because it is indirectly encoded. Thus the resolution of the BEV, which is dictated by its size, is increased in precision and culminates in a HyperNEAT extension that is expressed at effectively infinite resolution. Additionally, scaling to higher resolutions through gradually increasing the size of the BEV is explored. Finally, (6) the ambitious problem of scaling from the Keepaway task to the Half-field Offense task is investigated with the BEV. Overall, this dissertation demonstrates that advanced representations in conjunction with indirect encoding can contribute to scaling learning techniques to more challenging tasks, such as the Half-field Offense RoboCup soccer domain

    Reinforcement Learning from Demonstration

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    Off-the-shelf Reinforcement Learning (RL) algorithms suffer from slow learning performance, partly because they are expected to learn a task from scratch merely through an agent\u27s own experience. In this thesis, we show that learning from scratch is a limiting factor for the learning performance, and that when prior knowledge is available RL agents can learn a task faster. We evaluate relevant previous work and our own algorithms in various experiments. Our first contribution is the first implementation and evaluation of an existing interactive RL algorithm in a real-world domain with a humanoid robot. Interactive RL was evaluated in a simulated domain which motivated us for evaluating its practicality on a robot. Our evaluation shows that guidance reduces learning time, and that its positive effects increase with state space size. A natural follow up question after our first evaluation was, how do some other previous works compare to interactive RL. Our second contribution is an analysis of a user study, where na ive human teachers demonstrated a real-world object catching with a humanoid robot. We present the first comparison of several previous works in a common real-world domain with a user study. One conclusion of the user study was the high potential of RL despite poor usability due to slow learning rate. As an effort to improve the learning efficiency of RL learners, our third contribution is a novel human-agent knowledge transfer algorithm. Using demonstrations from three teachers with varying expertise in a simulated domain, we show that regardless of the skill level, human demonstrations can improve the asymptotic performance of an RL agent. As an alternative approach for encoding human knowledge in RL, we investigated the use of reward shaping. Our final contributions are Static Inverse Reinforcement Learning Shaping and Dynamic Inverse Reinforcement Learning Shaping algorithms that use human demonstrations for recovering a shaping reward function. Our experiments in simulated domains show that our approach outperforms the state-of-the-art in cumulative reward, learning rate and asymptotic performance. Overall we show that human demonstrators with varying skills can help RL agents to learn tasks more efficiently

    Argumentation accelerated reinforcement learning

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    Reinforcement Learning (RL) is a popular statistical Artificial Intelligence (AI) technique for building autonomous agents, but it suffers from the curse of dimensionality: the computational requirement for obtaining the optimal policies grows exponentially with the size of the state space. Integrating heuristics into RL has proven to be an effective approach to combat this curse, but deriving high-quality heuristics from people’s (typically conflicting) domain knowledge is challenging, yet it received little research attention. Argumentation theory is a logic-based AI technique well-known for its conflict resolution capability and intuitive appeal. In this thesis, we investigate the integration of argumentation frameworks into RL algorithms, so as to improve the convergence speed of RL algorithms. In particular, we propose a variant of Value-based Argumentation Framework (VAF) to represent domain knowledge and to derive heuristics from this knowledge. We prove that the heuristics derived from this framework can effectively instruct individual learning agents as well as multiple cooperative learning agents. In addition,we propose the Argumentation Accelerated RL (AARL) framework to integrate these heuristics into different RL algorithms via Potential Based Reward Shaping (PBRS) techniques: we use classical PBRS techniques for flat RL (e.g. SARSA(λ)) based AARL, and propose a novel PBRS technique for MAXQ-0, a hierarchical RL (HRL) algorithm, so as to implement HRL based AARL. We empirically test two AARL implementations — SARSA(λ)-based AARL and MAXQ-based AARL — in multiple application domains, including single-agent and multi-agent learning problems. Empirical results indicate that AARL can improve the convergence speed of RL, and can also be easily used by people that have little background in Argumentation and RL.Open Acces

    Neuroevolution in Games: State of the Art and Open Challenges

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    This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution, artificial neural networks are trained through evolutionary algorithms, taking inspiration from the way biological brains evolved. We analyse the application of NE in games along five different axes, which are the role NE is chosen to play in a game, the different types of neural networks used, the way these networks are evolved, how the fitness is determined and what type of input the network receives. The article also highlights important open research challenges in the field.Comment: - Added more references - Corrected typos - Added an overview table (Table 1
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