338 research outputs found

    Multi-Layer Support Vector Machines

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    Multi-Layer Support Vector Machines

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    Preface

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    BNAIC is the annual Benelux Conference on Artificial Intelligence. In 2017, the 29th edition of BNAIC was organized by the Institute of Artificial Intelligence and Cognitive Engineering (ALICE), University of Groningen, under the auspices of the Benelux Association for Artificial Intelligence (BNVKI) and the Dutch Research School for Information and Knowledge Systems (SIKS). BNAIC 2017 took place in Het Kasteel, Groningen, The Netherlands, on November 8–9, 2017. BNAIC 2017 included invited speakers, research presentations, posters, demonstrations, a deep learning workshop (organized by our sponsor NVIDIA) and a research and business session. Some 160 participants visited the conference

    Continuous-action Reinforcement Learning for Playing Racing Games: Comparing SPG to PPO

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    In this paper, a novel racing environment for OpenAI Gym is introduced. This environment operates with continuous action- and state-spaces and requires agents to learn to control the acceleration and steering of a car while navigating a randomly generated racetrack. Different versions of two actor-critic learning algorithms are tested on this environment: Sampled Policy Gradient (SPG) and Proximal Policy Optimization (PPO). An extension of SPG is introduced that aims to improve learning performance by weighting action samples during the policy update step. The effect of using experience replay (ER) is also investigated. To this end, a modification to PPO is introduced that allows for training using old action samples by optimizing the actor in log space. Finally, a new technique for performing ER is tested that aims to improve learning speed without sacrificing performance by splitting the training into two parts, whereby networks are first trained using state transitions from the replay buffer, and then using only recent experiences. The results indicate that experience replay is not beneficial to PPO in continuous action spaces. The training of SPG seems to be more stable when actions are weighted. All versions of SPG outperform PPO when ER is used. The ER trick is effective at improving training speed on a computationally less intensive version of SPG.Comment: 12 pages, 9 figures. Code is available at https://github.com/mario-holubar/RacingR

    Multi-Layer Support Vector Machines

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    Sampled Policy Gradient for Learning to Play the Game Agar.io

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    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
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