899 research outputs found
Training artificial neural networks to learn a nondeterministic game
It is well known that artificial neural networks (ANNs) can learn
deterministic automata. Learning nondeterministic automata is another matter.
This is important because much of the world is nondeterministic, taking the
form of unpredictable or probabilistic events that must be acted upon. If ANNs
are to engage such phenomena, then they must be able to learn how to deal with
nondeterminism. In this project the game of Pong poses a nondeterministic
environment. The learner is given an incomplete view of the game state and
underlying deterministic physics, resulting in a nondeterministic game. Three
models were trained and tested on the game: Mona, Elman, and Numenta's NuPIC.Comment: ICAI'15: The 2015 International Conference on Artificial
Intelligence, Las Vegas, NV, USA, 201
Single- versus Multiobjective Optimization for Evolution of Neural Controllers in Ms. Pac-Man
The objective of this study is to focus on the automatic generation of game artificial intelligence (AI) controllers for Ms. Pac-Man agent by using artificial neural network (ANN) and multiobjective artificial evolution. The Pareto Archived Evolution Strategy (PAES) is used to generate a Pareto optimal set of ANNs that optimize the conflicting objectives of maximizing Ms. Pac-Man scores (screen-capture mode) and minimizing neural network complexity. This proposed algorithm is called Pareto Archived Evolution Strategy Neural Network or PAESNet. Three different architectures of PAESNet were investigated, namely, PAESNet with fixed number of hidden neurons (PAESNet_F), PAESNet with varied number of hidden neurons (PAESNet_V), and the PAESNet with multiobjective techniques (PAESNet_M). A comparison between the single- versus multiobjective optimization is conducted in both training and testing processes. In general, therefore, it seems that PAESNet_F yielded better results in training phase. But the PAESNet_M successfully reduces the runtime operation and complexity of ANN by minimizing the number of hidden neurons needed in hidden layer and also it provides better generalization capability for controlling the game agent in a nondeterministic and dynamic environment
Playing Cassino with Reinforcement Learning
Reinforcement learning algorithms have been used to create game-playing agents for various games—mostly, deterministic games such as chess, shogi, and Go. This study used Deep-Q reinforcement learning to create an agent that plays a non-deterministic card game, Cassino. This agent’s performance was compared against the performance of a Cassino mobile app. Results showed that the trained models did not perform well and had trouble training around build actions which are important in Cassino. Future research could experiment with other reinforcement learning algorithms to see if they are better at training around build actions
Reinforcement learning and its application to Othello
In this article we describe reinforcement learning, a machine learning technique for
solving sequential decision problems. We describe how reinforcement learning can
be combined with function approximation to get approximate solutions for problems
with very large state spaces.
One such problem is the board game Othello, with a state space size of approximately
1028. We apply reinforcement learning to this problem via a computer
program that learns a strategy (or policy) for Othello by playing against itself. The
reinforcement learning policy is evaluated against two standard strategies taken
from the literature with favorable results.
We contrast reinforcement learning with standard methods for solving sequential
decision problems and give some examples of applications of reinforcement learning
in operations research and management science from the literature
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