DocumentCode
1890613
Title
Acquiring the positioning skill in a soccer game using a fuzzy Q-learning
Author
Nakashima, Tomoharu ; Udo, Masayo ; Ishibuchi, Hisaa
Author_Institution
Dept. of Ind. Eng., Osaka Prefectural Univ., Japan
Volume
3
fYear
2003
fDate
16-20 July 2003
Firstpage
1488
Abstract
In this paper, we propose a reinforcement learning method called a fuzzy Q-learning where an agent determines its action based on the inference result by a fuzzy rule-based system. We apply the proposed method to a soccer agent that tries to learn to intercept a passed ball, i.e., it tries to catch up with a passed ball by another agent. In the proposed method, the state space is represented by internal information that the learning agent maintains such as the relative velocity and the relative position of the ball to the learning agent. We divide the state space into several fuzzy subspaces. We define each fuzzy subspace by specifying the fuzzy partition of each axis of the state space. A reward is given to the learning agent if the distance between the ball and the agent becomes smaller or if the agent catches up with the ball. It is expected that the learning agent finally obtains the efficient positioning skill through trial-and-error.
Keywords
learning (artificial intelligence); mobile robots; multi-robot systems; position control; sport; fuzzy Q-learning; fuzzy rule-based system; internal information; positioning skill; reinforcement learning; soccer agent; soccer game; state space; trial-and-error; Automatic control; Autonomous agents; Control systems; Fuzzy control; Fuzzy systems; Genetic algorithms; Industrial engineering; Learning; Pattern classification; State-space methods;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence in Robotics and Automation, 2003. Proceedings. 2003 IEEE International Symposium on
Print_ISBN
0-7803-7866-0
Type
conf
DOI
10.1109/CIRA.2003.1222217
Filename
1222217
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