61 research outputs found
Bandit-Inspired Memetic Algorithms for Solving Quadratic Assignment Problems
In this paper we propose a novel algorithm called the Bandit-Inspired Memetic Algorithm (BIMA) and we have applied it to solve different large instances of the Quadratic Assignment Problem (QAP). Like other memetic algorithms, BIMA makes use of local search and a population of solutions. The novelty lies in the use of multi-armed bandit algorithms and assignment matrices for generating novel solutions, which will then be brought to a local minimum by local search. We have compared BIMA to multi-start local search (MLS) and iterated local search (ILS) on five QAP instances, and the results show that BIMA significantly outperforms these competitor
Sampled Policy Gradient for Learning to Play the Game Agar.io
In this paper, a new offline actor-critic learning algorithm is introduced:
Sampled Policy Gradient (SPG). SPG samples in the action space to calculate an
approximated policy gradient by using the critic to evaluate the samples. This
sampling allows SPG to search the action-Q-value space more globally than
deterministic policy gradient (DPG), enabling it to theoretically avoid more
local optima. SPG is compared to Q-learning and the actor-critic algorithms
CACLA and DPG in a pellet collection task and a self play environment in the
game Agar.io. The online game Agar.io has become massively popular on the
internet due to intuitive game design and the ability to instantly compete
against players around the world. From the point of view of artificial
intelligence this game is also very intriguing: The game has a continuous input
and action space and allows to have diverse agents with complex strategies
compete against each other. The experimental results show that Q-Learning and
CACLA outperform a pre-programmed greedy bot in the pellet collection task, but
all algorithms fail to outperform this bot in a fighting scenario. The SPG
algorithm is analyzed to have great extendability through offline exploration
and it matches DPG in performance even in its basic form without extensive
sampling
Learning to Play Pac-Xon with Q-Learning and Two Double Q-Learning Variants
Pac-Xon is an arcade video game in which the player tries to fill a level space by conquering blocks while being threatened by enemies. In this paper it is investigated whether a reinforcement learning (RL) agent can successfully learn to play this game. The RL agent consists of a multilayer perceptron (MLP) that uses a feature representation of the game state through input variables and gives Q-values for each possible action as output. For training the agent, the use of Q-learning is compared to two double Q-learning variants, the original algorithm and a novel variant. Furthermore, we have set up an alternative reward function which presents higher rewards towards the end of a level to try to increase the performance of the algorithms. The results show that all algorithms can be used to successfully learn to play Pac-Xon. Furthermore both double Q-learning variants obtain significantly higher performances than Q-learning and the progressive reward function does not yield better results than the regular reward function
Hierarchical reinforcement learning for real-time strategy games
Real-Time Strategy (RTS) games can be abstracted to resource allocation applicable in many fields and industries. We consider a simplified custom RTS game focused on mid-level combat using reinforcement learning (RL) algorithms. There are a number of contributions to game playing with RL in this paper. First, we combine hierarchical RL with a multi-layer perceptron (MLP) that receives higher-order inputs for increased learning speed and performance. Second, we compare Q-learning against Monte Carlo learning as reinforcement learning algorithms. Third, because the teams in the RTS game are multi-agent systems, we examine two different methods for assigning rewards to agents. Experiments are performed against two different fixed opponents. The results show that the combination of Q-learning and individual rewards yields the highest win-rate against the different opponents, and is able to defeat the opponent within 26 training games
Comparing Exploration Strategies for Q-learning in Random Stochastic Mazes
Balancing the ratio between exploration and exploitation is an important problem in reinforcement learning. This paper evaluates four different exploration strategies combined with Q-learning using random stochastic mazes to investigate their performances. We will compare: UCB-1, softmax, epsilon-greedy, and pursuit. For this purpose we adapted the UCB-1 and pursuit strategies to be used in the Q-learning algorithm. The mazes consist of a single optimal goal state and two suboptimal goal states that lie closer to the starting position of the agent, which makes efficient exploration an important part of the learning agent. Furthermore, we evaluate two different kinds of reward functions, a normalized one with rewards between 0 and 1, and an unnormalized reward function that penalizes the agent for each step with a negative reward. We have performed an extensive grid-search to find the best parameters for each method and used the best parameters on novel randomly generated maze problems of different sizes. The results show that softmax exploration outperforms the other strategies, although it is harder to tune its temperature parameter. The worst performing exploration strategy is epsilon-greedy
Model-Based Multi-Objective Reinforcement Learning
This paper describes a novel multi-objective reinforcement learning algorithm. The proposed algorithm first learns a model of the multi-objective sequential decision making problem, after which this learned model is used by a multi-objective dynamic programming method to compute Pareto op-timal policies. The advantage of this model-based multi-objective reinforcement learning method is that once an accurate model has been estimated from the experiences of an agent in some environment, the dynamic programming method will compute all Pareto optimal policies. Therefore it is important that the agent explores the environment in an intelligent way by using a good exploration strategy. In this paper we have supplied the agent with two different exploration strategies and compare their effectiveness in estimating accurate models within a reasonable amount of time. The experimental results show that our method with the best exploration strategy is able to quickly learn all Pareto optimal policies for the Deep Sea Treasure problem
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