概念可及性:点盒进化强化学习的基础

Anthony Knittel, T. Bossomaier, A. Snyder
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引用次数: 8

摘要

创建代理团队的挑战,通过进化或学习来解决复杂的问题,是在点和盒子(字符串和硬币)的组合复杂游戏中解决的。先前的基于动态智能体种群的进化强化学习(ERL)系统在游戏中取得了一定程度的成功,但是对条件很敏感,并且在困难的游戏中遭受不稳定的智能体种群的影响,并且在对抗更容易的对手时发展不佳。提出了一种在ERL系统中保持稳定性并允许专业规则和一般规则平衡的新技术,其动机是人类认知中概念的可及性,而不是通过ERL系统中常见的群体生存能力进行自然选择。在可变代理的动态团队中进行强化学习,可以使游戏与手工制作的人工玩家相媲美。当加固频率的度量与规则的质量度量分离时,性能和开发的稳定性得到增强
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Concept Accessibility as Basis for Evolutionary Reinforcement Learning of Dots and Boxes
The challenge of creating teams of agents, which evolve or learn, to solve complex problems is addressed in the combinatorially complex game of dots and boxes (strings and coins). Previous evolutionary reinforcement learning (ERL) systems approaching this task based on dynamic agent populations have shown some degree of success in game play, however are sensitive to conditions and suffer from unstable agent populations under difficult play and poor development against an easier opponent. A novel technique for preserving stability and allowing balance of specialised and generalised rules in an ERL system is presented, motivated by accessibility of concepts in human cognition, as opposed to natural selection through population survivability common to ERL systems. Reinforcement learning in dynamic teams of mutable agents enables play comparable to hand-crafted artificial players. Performance and stability of development is enhanced when a measure of the frequency of reinforcement is separated from the quality measure of rules
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