用FRIQ-learning强化学习算法实现的Pong游戏

T. Tompa, D. Vincze, S. Kovács
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引用次数: 5

摘要

本文介绍了一种利用基于模糊规则插值的Q-learning (Fuzzy Rule Interpolation-based Q-learning)自动控制乒乓游戏的方法。friq学习方法可以解决这类状态空间较小的问题。系统从一个空的知识库开始,系统在模拟过程中根据解决任务的奖励构建最终的规则库。这样,该方法就可以使用环境提供的反馈找到所需的规则。为了正确地解决这个问题,应该仔细定义相应问题的奖励功能(在这种情况下,处理Pong游戏中的球拍)。在确定所需的规范(例如动作和动作的效果)之后,我们使用friq学习框架来构建模拟应用程序。FRIQ-learning可以以模糊规则库的形式自动收集所需的知识,因此可以应用于不知道具体操作过程的系统。我们的主要目标是通过自动构建Pong的稀疏规则库来证明friq学习方法适合解决这个问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Pong game implementation with the FRIQ-learning reinforcement learning algorithm
This paper introduces a way to control the Pong game automatically with the usage of FRIQ-learning (Fuzzy Rule Interpolation-based Q-learning). The FRIQ-learning method can be a solution to such a problem which has a small state-space. The system starts with an empty knowledge base and the system constructs the final rule-base during the simulation, based on a reward used to solve the task. This way the method can find the required rules using the feedback provided by the environment. To correctly solve the problem the reward-function should be carefully defined for the corresponding problem (handling of the paddle in the Pong game in this case). After determining the required specifications (e.g. the actions and the effects of the actions) we used the FRIQ-learning framework to build a simulation application. FRIQ-learning can gather the required knowledge automatically in the form of a fuzzy rule-base, therefore it can be applied to such a system where the process of the exact operation is unknown. Our main goal is to show that the FRIQ-learning method is suitable to solve this problem by automatically constructing a sparse rule-base for Pong.
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