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Cooperative mobile robotics: Antecedents and directions
, 1995
"... There has been increased research interest in systems composed of multiple autonomous mobile robots exhibiting collective behavior. Groups of mobile robots are constructed, with an aim to studying such issues as group architecture, resource conflict, origin of cooperation, learning, and geometric pr ..."
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Cited by 255 (3 self)
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There has been increased research interest in systems composed of multiple autonomous mobile robots exhibiting collective behavior. Groups of mobile robots are constructed, with an aim to studying such issues as group architecture, resource conflict, origin of cooperation, learning, and geometric problems. As yet, few applications of collective robotics have been reported, and supporting theory is still in its formative stages. In this paper, we give a critical survey of existing works and discuss open problems in this field, emphasizing the various theoretical issues that arise in the study of cooperative robotics. We describe the intellectual heritages that have guided early research, as well as possible additions to the set of existing motivations. 1
Reinforcement Learning with Perceptual Aliasing: The Perceptual Distinctions Approach
- In Proceedings of the Tenth National Conference on Artificial Intelligence
, 1992
"... It is known that Perceptual Aliasing may significantly diminish the effectiveness of reinforcement learning algorithms [ Whitehead and Ballard, 1991 ] . Perceptual aliasing occurs when multiple situations that are indistinguishable from immediate perceptual input require different responses from the ..."
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Cited by 173 (0 self)
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It is known that Perceptual Aliasing may significantly diminish the effectiveness of reinforcement learning algorithms [ Whitehead and Ballard, 1991 ] . Perceptual aliasing occurs when multiple situations that are indistinguishable from immediate perceptual input require different responses from the system. For example, if a robot can only see forward, yet the presence of a battery charger behind it determines whether or not it should backup, immediate perception alone is insufficient for determining the most appropriate action. It is problematic since reinforcement algorithms typically learn a control policy from immediate perceptual input to the optimal choice of action. This paper introduces the predictive distinctions approach to compensate for perceptual aliasing caused from incomplete perception of the world. An additional component, a predictive model, is utilized to track aspects of the world that may not be visible at all times. In addition to the control policy, the model mus...
Purposive Behavior Acquisition for a Real Robot by Vision-Based Reinforcement Learning
, 1996
"... . This paper presents a method of vision-based reinforcement learning by which a robot learns to shoot a ball into a goal. We discuss several issues in applying the reinforcement learning method to a real robot with vision sensor by which the robot can obtain information about the changes in an envi ..."
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Cited by 94 (22 self)
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. This paper presents a method of vision-based reinforcement learning by which a robot learns to shoot a ball into a goal. We discuss several issues in applying the reinforcement learning method to a real robot with vision sensor by which the robot can obtain information about the changes in an environment. First, we construct a state space in terms of size, position, and orientation of a ball and a goal in an image, and an action space is designed in terms of the action commands to be sent to the left and right motors of a mobile robot. This causes a \state-action deviation" problem in constructing the state and action spaces that reect the outputs from physical sensors and actuators, respectively. To deal with this issue, an action set is constructed in a way that one action consists of a series of the same action primitive which is successively executed until the current state changes. Next, to speed up the learning time, a mechanism of Learning from Easy Missions (or LEM) is imple...
Creating Advice-Taking Reinforcement Learners
- Machine Learning
, 1996
"... . Learning from reinforcements is a promising approach for creating intelligent agents. However, reinforcement learning usually requires a large number of training episodes. We present and evaluate a design that addresses this shortcoming by allowing a connectionist Q-learner to accept advice given, ..."
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Cited by 84 (10 self)
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. Learning from reinforcements is a promising approach for creating intelligent agents. However, reinforcement learning usually requires a large number of training episodes. We present and evaluate a design that addresses this shortcoming by allowing a connectionist Q-learner to accept advice given, at any time and in a natural manner, by an external observer. In our approach, the advice-giver watches the learner and occasionally makes suggestions, expressed as instructions in a simple imperative programming language. Based on techniques from knowledge-based neural networks, we insert these programs directly into the agent's utility function. Subsequent reinforcement learning further integrates and refines the advice. We present empirical evidence that investigates several aspects of our approach and show that, given good advice, a learner can achieve statistically significant gains in expected reward. A second experiment shows that advice improves the expected reward regardless of the...
Robot Shaping: Developing Situated Agents through Learning
, 1993
"... Learning plays a vital role in the development of situated agents. In this paper, we explore the use of reinforcement learning to "shape" a robot to perform a predefined target behavior. We connect both simulated and real robots to ALECSYS, a parallel implementation of a learning classifier system w ..."
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Cited by 48 (1 self)
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Learning plays a vital role in the development of situated agents. In this paper, we explore the use of reinforcement learning to "shape" a robot to perform a predefined target behavior. We connect both simulated and real robots to ALECSYS, a parallel implementation of a learning classifier system with an extended genetic algorithm. After classifying different kinds of Animatlike behaviors, we explore the effects on learning of different types of agent's architecture (monolithic, flat and hierarchical) and of training strategies. In particular, hierarchical architecture requires the agent to learn how to coordinate basic learned responses. We show that the best results are achieved when both the agent's architecture and the training strategy match the structure of the behavior pattern to be learned. We report the results of a number of experiments carried out both in simulated and in real environments, and show that the results of simulations carry smoothly to real robots. While most o...
Using Communication to Reduce Locality in Distributed Multi-Agent Learning
- Journal of Experimental and Theoretical Artificial Intelligence
, 1996
"... This paper attempts to bridge the fields of machine learning, robotics, and distributed AI. It discusses the use of communication in reducing the undesirable effects of locality in fully distributed multi-agent systems with multiple agents/robots learning in parallel while interacting with each othe ..."
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Cited by 48 (2 self)
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This paper attempts to bridge the fields of machine learning, robotics, and distributed AI. It discusses the use of communication in reducing the undesirable effects of locality in fully distributed multi-agent systems with multiple agents/robots learning in parallel while interacting with each other. Two key problems, hidden state and credit assignment, are addressed by applying local undirected broadcast communication in a dual role: as sensing and as reinforcement. The methodology is demonstrated on two multi-robot learning experiments. The first describes learning a tightly-coupled coordination task with two robots, the second a loosely-coupled task with four robots learning social rules. Communication is used to 1) share sensory data to overcome hidden state and 2) share reinforcement to overcome the credit assignment problem between the agents and bridge the gap between local/individual and global/group payoff. 1 Introduction This paper attempts to bridge the fields of machine l...
The effect of representation and knowledge on goal-directed exploration with reinforcement learning algorithms: The proofs
, 1995
"... Abstract. We analyze the complexity of on-line reinforcement-learning algorithms applied to goal-directed exploration tasks. Previous work had concluded that, even in deterministic state spaces, initially uninformed reinforcement learning was at least exponential for such problems, or that it was of ..."
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Cited by 45 (4 self)
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Abstract. We analyze the complexity of on-line reinforcement-learning algorithms applied to goal-directed exploration tasks. Previous work had concluded that, even in deterministic state spaces, initially uninformed reinforcement learning was at least exponential for such problems, or that it was of polynomial worst-case time-complexity only if the learning methods were augmented. We prove that, to the contrary, the algorithms are tractable with only a simple change in the reward structure (“penalizing the agent for action executions”) or in the initialization of the values that they maintain. In particular, we provide tight complexity bounds for both Watkins ’ Q-learning and Heger’s Q-hat-learning and show how their complexity depends on properties of the state spaces. We also demonstrate how one can decrease the complexity even further by either learning action models or utilizing prior knowledge of the topology of the state spaces. Our results provide guidance for empirical reinforcement-learning researchers on how to distinguish hard reinforcement-learning problems from easy ones and how to represent them in a way that allows them to be solved efficiently.
Complexity analysis of real-time reinforcement learning applied to finding shortest paths in deterministic domains
, 1992
"... This paper analyzes the complexity of on-line reinforcement learning algorithms, namely asynchronous realtime versions of Q-learning and value-iteration, applied to the problem of reaching a goal state in deterministic domains. Previous work had concluded that, in many cases, tabula rasa reinforceme ..."
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Cited by 39 (4 self)
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This paper analyzes the complexity of on-line reinforcement learning algorithms, namely asynchronous realtime versions of Q-learning and value-iteration, applied to the problem of reaching a goal state in deterministic domains. Previous work had concluded that, in many cases, tabula rasa reinforcement learning was exponential for such problems, or was tractable only if the learning algorithm was augmented. We show that, to the contrary, the algorithms are tractable with only a simple change in the task representation or initialization. We provide tight bounds on the worst-case complexity, and show how the complexity is even smaller if the reinforcement learning algorithms have initial knowledge of the topology of the state space or the domain has certain special properties. We also present a novel bidirectional Q-learning algorithm to find optimal paths from all states to a goal state and show that it is no more complex than the other algorithms.
Accelerating Reinforcement Learning through Implicit Imitation
- JOURNAL OF ARTIFICIAL INTELLIGENCE RESEARCH
, 2003
"... Imitation can be viewed as a means of enhancing learning in multiagent environments. It augments ..."
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Cited by 36 (0 self)
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Imitation can be viewed as a means of enhancing learning in multiagent environments. It augments
Vision-Based Reinforcement Learning for Purposive Behavior Acquisition
- In Proc. of IEEE Int. Conf. on Robotics and Automation
, 1995
"... This paper presents a method of vision-based reinforcement learning by which a robot learns to shoot a ball into a goal, and discusses several issues in applying the reinforcement learning method to a real robot with vision sensor. First, a "state-action deviation" problem is found as a form of perc ..."
Abstract
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Cited by 33 (16 self)
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This paper presents a method of vision-based reinforcement learning by which a robot learns to shoot a ball into a goal, and discusses several issues in applying the reinforcement learning method to a real robot with vision sensor. First, a "state-action deviation" problem is found as a form of perceptual aliasing in constructing the state and action spaces that reect the outputs from physical sensors and actuators, respectively. To cope with this, an action set is constructed in such a way that one action consists of a series of the same action primitive which is successively executed until the current state changes. Next, to speed up the learning time, a mechanism of Learning form Easy Missions (or LEM) which is a similar technique to "shaping" in animal learning is implemented. LEM reduces the learning time from the exponential order in the size of the state space to about the linear order in the size of the state space. The results of computer simulations and real robot experiment...

