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[计算机科学] 学习RoboCup-Kernel [推广有奖]

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大多数88 在职认证  发表于 2022-3-10 08:36:23 来自手机 |AI写论文

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摘要翻译:
针对RoboCup模拟足球中3VS2 keepaway的强化学习问题,提出了基于核的方法。keepaway的关键挑战是状态空间的高维性(使得传统的基于离散化的函数逼近(如tilecoding)不可行)、噪声和需要协作的多个学习代理所带来的随机性(这意味着环境的确切动态未知)以及实时学习(这意味着需要高效的在线实现)。我们采用近似策略迭代的一般框架和基于最小二乘的策略评估。作为下函数逼近器,我们考虑了具有回归子集逼近的正则化网络族。我们提出的解决方案的核心是一个高效的递归实现,具有相关基函数的自动监督选择。仿真结果表明,通过我们的方法学习到的行为明显优于Stone等人在tilecoding中获得的最佳结果。(2005年)。
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英文标题:
《Learning RoboCup-Keepaway with Kernels》
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作者:
Tobias Jung and Daniel Polani
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最新提交年份:
2012
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分类信息:

一级分类:Computer Science        计算机科学
二级分类:Artificial Intelligence        人工智能
分类描述:Covers all areas of AI except Vision, Robotics, Machine Learning, Multiagent Systems, and Computation and Language (Natural Language Processing), which have separate subject areas. In particular, includes Expert Systems, Theorem Proving (although this may overlap with Logic in Computer Science), Knowledge Representation, Planning, and Uncertainty in AI. Roughly includes material in ACM Subject Classes I.2.0, I.2.1, I.2.3, I.2.4, I.2.8, and I.2.11.
涵盖了人工智能的所有领域,除了视觉、机器人、机器学习、多智能体系统以及计算和语言(自然语言处理),这些领域有独立的学科领域。特别地,包括专家系统,定理证明(尽管这可能与计算机科学中的逻辑重叠),知识表示,规划,和人工智能中的不确定性。大致包括ACM学科类I.2.0、I.2.1、I.2.3、I.2.4、I.2.8和I.2.11中的材料。
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一级分类:Computer Science        计算机科学
二级分类:Machine Learning        机器学习
分类描述:Papers on all aspects of machine learning research (supervised, unsupervised, reinforcement learning, bandit problems, and so on) including also robustness, explanation, fairness, and methodology. cs.LG is also an appropriate primary category for applications of machine learning methods.
关于机器学习研究的所有方面的论文(有监督的,无监督的,强化学习,强盗问题,等等),包括健壮性,解释性,公平性和方法论。对于机器学习方法的应用,CS.LG也是一个合适的主要类别。
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一级分类:Computer Science        计算机科学
二级分类:Multiagent Systems        多智能体系统
分类描述:Covers multiagent systems, distributed artificial intelligence, intelligent agents, coordinated interactions. and practical applications. Roughly covers ACM Subject Class I.2.11.
涵盖多Agent系统、分布式人工智能、智能Agent、协调交互。和实际应用。大致涵盖ACM科目I.2.11类。
--

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英文摘要:
  We apply kernel-based methods to solve the difficult reinforcement learning problem of 3vs2 keepaway in RoboCup simulated soccer. Key challenges in keepaway are the high-dimensionality of the state space (rendering conventional discretization-based function approximation like tilecoding infeasible), the stochasticity due to noise and multiple learning agents needing to cooperate (meaning that the exact dynamics of the environment are unknown) and real-time learning (meaning that an efficient online implementation is required). We employ the general framework of approximate policy iteration with least-squares-based policy evaluation. As underlying function approximator we consider the family of regularization networks with subset of regressors approximation. The core of our proposed solution is an efficient recursive implementation with automatic supervised selection of relevant basis functions. Simulation results indicate that the behavior learned through our approach clearly outperforms the best results obtained earlier with tilecoding by Stone et al. (2005).
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PDF链接:
https://arxiv.org/pdf/1201.6626
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关键词:kernel BOC CUP OBO Rob 逼近 高效 efficient 2005 RoboCup

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