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Scaling Reinforcement Learning toward RoboCup Soccer (2001)

by Peter Stone, Richard S. Sutton
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Recent advances in hierarchical reinforcement learning

by Andrew G. Barto , 2003
"... A preliminary unedited version of this paper was incorrectly published as part of Volume ..."
Abstract - Cited by 119 (18 self) - Add to MetaCart
A preliminary unedited version of this paper was incorrectly published as part of Volume

Reinforcement learning for RoboCup-soccer keepaway

by Peter Stone, Richard S. Sutton, Gregory Kuhlmann - Adaptive Behavior , 2005
"... 1 RoboCup simulated soccer presents many challenges to reinforcement learning methods, in-cluding a large state space, hidden and uncertain state, multiple independent agents learning simultaneously, and long and variable delays in the effects of actions. We describe our appli-cation of episodic SMD ..."
Abstract - Cited by 85 (31 self) - Add to MetaCart
1 RoboCup simulated soccer presents many challenges to reinforcement learning methods, in-cluding a large state space, hidden and uncertain state, multiple independent agents learning simultaneously, and long and variable delays in the effects of actions. We describe our appli-cation of episodic SMDP Sarsa(λ) with linear tile-coding function approximation and variable λ to learning higher-level decisions in a keepaway subtask of RoboCup soccer. In keepaway, one team, “the keepers, ” tries to keep control of the ball for as long as possible despite the efforts of “the takers. ” The keepers learn individually when to hold the ball and when to pass to a teammate. Our agents learned policies that significantly outperform a range of benchmark policies. We demonstrate the generality of our approach by applying it to a number of task variations including different field sizes and different numbers of players on each team.

Nash Q-Learning for General-Sum Stochastic Games

by Junling Hu , Michael P. Wellman - JOURNAL OF MACHINE LEARNING RESEARCH , 2003
"... We extend Q-learning to a noncooperative multiagent context, using the framework of generalsum stochastic games. A learning agent maintains Q-functions over joint actions, and performs updates based on assuming Nash equilibrium behavior over the current Q-values. This learning protocol provably conv ..."
Abstract - Cited by 81 (0 self) - Add to MetaCart
We extend Q-learning to a noncooperative multiagent context, using the framework of generalsum stochastic games. A learning agent maintains Q-functions over joint actions, and performs updates based on assuming Nash equilibrium behavior over the current Q-values. This learning protocol provably converges given certain restrictions on the stage games (defined by Q-values) that arise during learning. Experiments with a pair of two-player grid games suggest that such restrictions on the game structure are not necessarily required. Stage games encountered during learning in both grid environments violate the conditions. However, learning consistently converges in the first grid game, which has a unique equilibrium Q-function, but sometimes fails to converge in the second, which has three different equilibrium Q-functions. In a comparison of offline learning performance in both games, we find agents are more likely to reach a joint optimal path with Nash Q-learning than with a single-agent Q-learning method. When at least one agent adopts Nash Q-learning, the performance of both agents is better than using single-agent Q-learning. We have also implemented an online version of Nash Q-learning that balances exploration with exploitation, yielding improved performance.

Giving advice about preferred actions to reinforcement learners via knowledge-based kernel regression

by Richard Maclin, Jude Shavlik, Lisa Torrey, Trevor Walker, Edward Wild - In Proceedings of the 20th National Conference on Artificial Intelligence , 2005
"... We present a novel formulation for providing advice to a reinforcement learner that employs supportvector regression as its function approximator. Our new method extends a recent advice-giving technique, called Knowledge-Based Kernel Regression (KBKR), that accepts advice concerning a single action ..."
Abstract - Cited by 37 (13 self) - Add to MetaCart
We present a novel formulation for providing advice to a reinforcement learner that employs supportvector regression as its function approximator. Our new method extends a recent advice-giving technique, called Knowledge-Based Kernel Regression (KBKR), that accepts advice concerning a single action of a reinforcement learner. In KBKR, users can say that in some set of states, an action’s value should be greater than some linear expression of the current state. In our new technique, which we call Preference KBKR (Pref-KBKR), the user can provide advice in a more natural manner by recommending that some action is preferred over another in the specified set of states. Specifying preferences essentially means that users are giving advice about policies rather than Q values, which is a more natural way for humans to present advice. We present the motivation for preference advice and a proof of the correctness of our extension to KBKR. In addition, we show empirical results that our method can make effective use of advice on a novel reinforcement-learning task, based on the RoboCup simulator, which we call Breakaway. Our work demonstrates the significant potential of advice-giving techniques for addressing complex reinforcement learning problems, while further demonstrating the use of support-vector regression for reinforcement learning.

Using advice to transfer knowledge acquired in one reinforcement learning task to another

by Lisa Torrey, Trevor Walker, Jude Shavlik, Richard Maclin - In Proceedings of the Sixteenth European Conference on Machine Learning , 2005
"... Abstract. We present a method for transferring knowledge learned in one task to a related task. Our problem solvers employ reinforcement learning to acquire a model for one task. We then transform that learned model into advice for a new task. A human teacher provides a mapping from the old task to ..."
Abstract - Cited by 34 (11 self) - Add to MetaCart
Abstract. We present a method for transferring knowledge learned in one task to a related task. Our problem solvers employ reinforcement learning to acquire a model for one task. We then transform that learned model into advice for a new task. A human teacher provides a mapping from the old task to the new task to guide this knowledge transfer. Advice is incorporated into our problem solver using a knowledge-based support vector regression method that we previously developed. This advice-taking approach allows the problem solver to refine or even discard the transferred knowledge based on its subsequent experiences. We empirically demonstrate the effectiveness of our approach with two games from the RoboCup soccer simulator: KeepAway and BreakAway. Our results demonstrate that a problem solver learning to play BreakAway using advice extracted from KeepAway outperforms a problem solver learning without the benefit of such advice. 1

Evolving Keepaway Soccer Players through Task Decomposition

by Shimon Whiteson, Nate Kohl, Risto Miikkulainen, Peter Stone - Machine Learning , 2003
"... In some complex control tasks, learning a direct mapping from an agent's sensors to its actuators is very difficult. For such tasks, decomposing the problem into more manageable components can make learning feasible. In this paper, we provide a task decomposition, in the form of a decision tree, for ..."
Abstract - Cited by 31 (13 self) - Add to MetaCart
In some complex control tasks, learning a direct mapping from an agent's sensors to its actuators is very difficult. For such tasks, decomposing the problem into more manageable components can make learning feasible. In this paper, we provide a task decomposition, in the form of a decision tree, for one such task. We investigate two different methods of learning the resulting subtasks. The first approach, layered learning, trains each component sequentially in its own training environment, aggressively constraining the search. The second approach, coevolution, learns all the subtasks simultaneously from the same experiences and puts few restrictions on the learning algorithm. We empirically compare these two training methodologies using neuro-evolution, a machine learning algorithm that evolves neural networks. Our experiments, conducted in the domain of simulated robotic soccer keepaway, indicate that neuro-evolution can learn effective behaviors and that the less constrained coevolutionary approach outperforms the sequential approach.

Knowledge-based kernel approximation

by Olvi L. Mangasarian, Jude W. Shavlik, Edward W. Wild - Journal of Machine Learning Research , 2004
"... Editor: John Shawe-Taylor Prior knowledge, in the form of linear inequalities that need to be satisfied over multiple polyhedral sets, is incorporated into a function approximation generated by a linear combination of linear or nonlinear kernels. In addition, the approximation needs to satisfy conve ..."
Abstract - Cited by 20 (10 self) - Add to MetaCart
Editor: John Shawe-Taylor Prior knowledge, in the form of linear inequalities that need to be satisfied over multiple polyhedral sets, is incorporated into a function approximation generated by a linear combination of linear or nonlinear kernels. In addition, the approximation needs to satisfy conventional conditions such as having given exact or inexact function values at certain points. Determining such an approximation leads to a linear programming formulation. By using nonlinear kernels and mapping the prior polyhedral knowledge in the input space to one defined by the kernels, the prior knowledge translates into nonlinear inequalities in the original input space. Through a number of computational examples, including a real world breast cancer prognosis dataset, it is shown that prior knowledge can significantly improve function approximation.

Concurrent Layered Learning

by Shimon Whiteson, Peter Stone - Proceedings of the Eleventh European Conference on Machine Learning , 2003
"... Hierarchies are powerful tools for decomposing complex control tasks into manageable subtasks. Several hierarchical approaches have been proposed for creating agents that can execute these tasks. Layered learning is such a hierarchical paradigm that relies on learning the various subtasks necessary ..."
Abstract - Cited by 18 (6 self) - Add to MetaCart
Hierarchies are powerful tools for decomposing complex control tasks into manageable subtasks. Several hierarchical approaches have been proposed for creating agents that can execute these tasks. Layered learning is such a hierarchical paradigm that relies on learning the various subtasks necessary for achieving the complete high-level goal. Layered learning prescribes training low-level behaviors (those closer to the environmental inputs) prior to high-level behaviors. In past implementations these lower-level behaviors were always frozen before advancing to the next layer. In this paper, we hypothesize that there are situations where layered learning would work better were the lower layers allowed to keep learning concurrently with the training of subsequent layers, an approach we call concurrent layered learning. We identify a situation where concurrent layered learning is bene cial and present detailed empirical results verifying our hypothesis. In particular, we use neuro-evolution to concurrently learn two layers of a layered learning approach to a simulated robotic soccer keepaway task. The main contribution of this paper is evidence that there exist situations where concurrent layered learning outperforms traditional layered learning. Thus, we establish that, when using layered learning, the concurrent training of layers can be an effective option.

Keepaway soccer: a machine learning testbed

by Peter Stone, Richard S. Sutton - RoboCup-2001: Robot Soccer World Cup V , 2002
"... Abstract. RoboCup simulated soccer presents many challenges to machine learning (ML) methods, including a large state space, hidden and uncertain state, multiple agents, and long and variable delays in the effects of actions. While there have been many successful ML applications to portions of the r ..."
Abstract - Cited by 18 (9 self) - Add to MetaCart
Abstract. RoboCup simulated soccer presents many challenges to machine learning (ML) methods, including a large state space, hidden and uncertain state, multiple agents, and long and variable delays in the effects of actions. While there have been many successful ML applications to portions of the robotic soccer task, it appears to be still beyond the capabilities of modern machine learning techniques to enable a team of 11 agents to successfully learn the full robotic soccer task from sensors to actuators. Because the successful applications to portions of the task have been embedded in different teams and have often addressed different subtasks, they have been difficult to compare. We put forth keepaway soccer as a domain suitable for directly comparing different machine learning approaches to robotic soccer. It is complex enough that it can’t be solved trivially, yet simple enough that complete machine learning approaches are feasible. In keepaway, one team, “the keepers, ” tries to keep control of the ball for as long as possible despite the efforts of “the takers. ” The keepers learn individually when to hold the ball and when to pass to a teammate, while the takers learn when to charge the ball-holder and when to cover possible passing lanes. We fully specify the domain and summarize some initial, successful learning results. 1

Relational macros for transfer in reinforcement learning

by Lisa Torrey, Jude Shavlik, Trevor Walker, Richard Maclin - In Proceedings of the Seventeenth Conference on Inductive Logic Programming , 2007
"... Abstract. We describe an application of inductive logic programming to transfer learning. Transfer learning is the use of knowledge learned in a source task to improve learning in a related target task. The tasks we work with are in reinforcement-learning domains. Our approach transfers relational m ..."
Abstract - Cited by 18 (8 self) - Add to MetaCart
Abstract. We describe an application of inductive logic programming to transfer learning. Transfer learning is the use of knowledge learned in a source task to improve learning in a related target task. The tasks we work with are in reinforcement-learning domains. Our approach transfers relational macros, which are finite-state machines in which the transition conditions and the node actions are represented by first-order logical clauses. We use inductive logic programming to learn a macro that characterizes successful behavior in the source task, and then use the macro for decision-making in the early learning stages of the target task. Through experiments in the RoboCup simulated soccer domain, we show that Relational Macro Transfer via Demonstration (RMT-D) from a source task can provide a substantial head start in the target task. 1
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