基于进化规划的多智能体系统自动行为生成

T. Juan, R.-R. Carlos, R. Jorge
{"title":"基于进化规划的多智能体系统自动行为生成","authors":"T. Juan, R.-R. Carlos, R. Jorge","doi":"10.1109/LARS.2006.334316","DOIUrl":null,"url":null,"abstract":"The purpose of this project is to develop a system that is able to generate strategies for the multi-agent system proposed by the RoboCup Four-Legged league. This system starts with different soccer match situations established by the user, and uses evolutionary programming as a means to make the process automatic. Given the nature of soccer, it is easy to see that the different situations that make up this game can have radically different local objectives, even if the ultimate goal of the game is one and the same: to score more goals than your opponent. This is why the system will focus on generating strategies for very specific scenarios (for example, the behavior a goalkeeper must take when it is kicking off and it has an opponent player in front of him), that will both allow us to adjust the fitness function as much as possible, and to generate state machines that are as specialized and optimized as they can be for the situation they focus on. The aforementioned system runs over a simulator developed by Vega et al. (2006), which takes behaviors defined in XML as state machines in order to define players from these data. This gives us both the advantage of quickly testing the validity of the results obtained from a given run of the behavior generator, and it also allows us to easily adapt these results on the AIBOs on later stages. The present paper details work done so far to generate complex behaviors with a genetic algorithm and shows that this is possible. At the moment the system is working generating simple behaviors, which will be later the base of complex behaviors","PeriodicalId":129005,"journal":{"name":"2006 IEEE 3rd Latin American Robotics Symposium","volume":"43 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Automatic Behavior Generation in a Multi-Agent System through Evolutionary Programming\",\"authors\":\"T. Juan, R.-R. Carlos, R. Jorge\",\"doi\":\"10.1109/LARS.2006.334316\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The purpose of this project is to develop a system that is able to generate strategies for the multi-agent system proposed by the RoboCup Four-Legged league. This system starts with different soccer match situations established by the user, and uses evolutionary programming as a means to make the process automatic. Given the nature of soccer, it is easy to see that the different situations that make up this game can have radically different local objectives, even if the ultimate goal of the game is one and the same: to score more goals than your opponent. This is why the system will focus on generating strategies for very specific scenarios (for example, the behavior a goalkeeper must take when it is kicking off and it has an opponent player in front of him), that will both allow us to adjust the fitness function as much as possible, and to generate state machines that are as specialized and optimized as they can be for the situation they focus on. The aforementioned system runs over a simulator developed by Vega et al. (2006), which takes behaviors defined in XML as state machines in order to define players from these data. This gives us both the advantage of quickly testing the validity of the results obtained from a given run of the behavior generator, and it also allows us to easily adapt these results on the AIBOs on later stages. The present paper details work done so far to generate complex behaviors with a genetic algorithm and shows that this is possible. At the moment the system is working generating simple behaviors, which will be later the base of complex behaviors\",\"PeriodicalId\":129005,\"journal\":{\"name\":\"2006 IEEE 3rd Latin American Robotics Symposium\",\"volume\":\"43 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2006-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2006 IEEE 3rd Latin American Robotics Symposium\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/LARS.2006.334316\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2006 IEEE 3rd Latin American Robotics Symposium","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/LARS.2006.334316","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

摘要

该项目的目的是开发一个能够为机器人世界杯四足联赛提出的多智能体系统生成策略的系统。该系统以用户建立的不同足球比赛场景为起点,采用进化编程的方式实现了过程的自动化。考虑到足球的本质,我们很容易看到,构成这款游戏的不同情境可能有截然不同的局部目标,即使游戏的最终目标是相同的:比对手进更多的球。这就是为什么系统将专注于为非常特定的场景生成策略(例如,守门员在开球时必须采取的行为,而对手在他前面),这将允许我们尽可能地调整适应度函数,并生成尽可能专业化和优化的状态机,因为它们可以针对它们所关注的情况。上述系统运行在Vega等人(2006)开发的模拟器上,该模拟器将XML中定义的行为作为状态机,以便根据这些数据定义玩家。这使我们能够快速测试从行为生成器的给定运行中获得的结果的有效性,并且还允许我们在稍后的阶段轻松地在aibo上调整这些结果。本文详细介绍了迄今为止用遗传算法生成复杂行为的工作,并表明这是可能的。目前,系统正在生成简单的行为,这些行为将成为以后复杂行为的基础
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Automatic Behavior Generation in a Multi-Agent System through Evolutionary Programming
The purpose of this project is to develop a system that is able to generate strategies for the multi-agent system proposed by the RoboCup Four-Legged league. This system starts with different soccer match situations established by the user, and uses evolutionary programming as a means to make the process automatic. Given the nature of soccer, it is easy to see that the different situations that make up this game can have radically different local objectives, even if the ultimate goal of the game is one and the same: to score more goals than your opponent. This is why the system will focus on generating strategies for very specific scenarios (for example, the behavior a goalkeeper must take when it is kicking off and it has an opponent player in front of him), that will both allow us to adjust the fitness function as much as possible, and to generate state machines that are as specialized and optimized as they can be for the situation they focus on. The aforementioned system runs over a simulator developed by Vega et al. (2006), which takes behaviors defined in XML as state machines in order to define players from these data. This gives us both the advantage of quickly testing the validity of the results obtained from a given run of the behavior generator, and it also allows us to easily adapt these results on the AIBOs on later stages. The present paper details work done so far to generate complex behaviors with a genetic algorithm and shows that this is possible. At the moment the system is working generating simple behaviors, which will be later the base of complex behaviors
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信