482 research outputs found
DETERMINATION OF ZINC IN VEHICLE EXHAUST PARTICULATES BY INDUCTIVELY COUPLED PLASMA ATOMIC EMISSION SPECTROMETRY WITH ELECTROTHERMAL VAPORIZATION
Joint Research on Environmental Science and Technology for the Eart
Action valuation of on- and off-ball soccer players based on multi-agent deep reinforcement learning
Analysis of invasive sports such as soccer is challenging because the game
situation changes continuously in time and space, and multiple agents
individually recognize the game situation and make decisions. Previous studies
using deep reinforcement learning have often considered teams as a single agent
and valued the teams and players who hold the ball in each discrete event. Then
it was challenging to value the actions of multiple players, including players
far from the ball, in a spatiotemporally continuous state space. In this paper,
we propose a method of valuing possible actions for on- and off-ball soccer
players in a single holistic framework based on multi-agent deep reinforcement
learning. We consider a discrete action space in a continuous state space that
mimics that of Google research football and leverages supervised learning for
actions in reinforcement learning. In the experiment, we analyzed the
relationships with conventional indicators, season goals, and game ratings by
experts, and showed the effectiveness of the proposed method. Our approach can
assess how multiple players move continuously throughout the game, which is
difficult to be discretized or labeled but vital for teamwork, scouting, and
fan engagement.Comment: 12 pages, 4 figure
Adaptive action supervision in reinforcement learning from real-world multi-agent demonstrations
Modeling of real-world biological multi-agents is a fundamental problem in
various scientific and engineering fields. Reinforcement learning (RL) is a
powerful framework to generate flexible and diverse behaviors in cyberspace;
however, when modeling real-world biological multi-agents, there is a domain
gap between behaviors in the source (i.e., real-world data) and the target
(i.e., cyberspace for RL), and the source environment parameters are usually
unknown. In this paper, we propose a method for adaptive action supervision in
RL from real-world demonstrations in multi-agent scenarios. We adopt an
approach that combines RL and supervised learning by selecting actions of
demonstrations in RL based on the minimum distance of dynamic time warping for
utilizing the information of the unknown source dynamics. This approach can be
easily applied to many existing neural network architectures and provide us
with an RL model balanced between reproducibility as imitation and
generalization ability to obtain rewards in cyberspace. In the experiments,
using chase-and-escape and football tasks with the different dynamics between
the unknown source and target environments, we show that our approach achieved
a balance between the reproducibility and the generalization ability compared
with the baselines. In particular, we used the tracking data of professional
football players as expert demonstrations in football and show successful
performances despite the larger gap between behaviors in the source and target
environments than the chase-and-escape task.Comment: 14 pages, 5 figure
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