DocumentCode
2294926
Title
Knowledge acquisition for a soccer agent by fuzzy reinforcement learning
Author
Nakashima, Tomoharu ; Udo, Masayo ; Ishibuchi, Hisao
Author_Institution
Osaka Prefecture Univ., Japan
Volume
5
fYear
2003
fDate
5-8 Oct. 2003
Firstpage
4256
Abstract
In this paper, we propose a reinforcement learning method called a fuzzy Q-learning where an agent determines its action based on 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
fuzzy systems; knowledge acquisition; learning (artificial intelligence); software agents; state-space methods; Q-learning; fuzzy rule-based system; fuzzy subspace; knowledge acquisition; learning agent; reinforcement learning; soccer agent; state space; Automatic control; Computer simulation; Control systems; Fuzzy control; Fuzzy systems; Knowledge acquisition; Knowledge based systems; Learning; Pattern classification; State-space methods;
fLanguage
English
Publisher
ieee
Conference_Titel
Systems, Man and Cybernetics, 2003. IEEE International Conference on
ISSN
1062-922X
Print_ISBN
0-7803-7952-7
Type
conf
DOI
10.1109/ICSMC.2003.1245653
Filename
1245653
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