A TEACHING STRATEGY FOR MEMORY-BASED CONTROL

Citation
Jw. Sheppard et Sl. Salzberg, A TEACHING STRATEGY FOR MEMORY-BASED CONTROL, Artificial intelligence review, 11(1-5), 1997, pp. 343-370
Citations number
52
Categorie Soggetti
Computer Sciences, Special Topics","Computer Science Artificial Intelligence
ISSN journal
02692821
Volume
11
Issue
1-5
Year of publication
1997
Pages
343 - 370
Database
ISI
SICI code
0269-2821(1997)11:1-5<343:ATSFMC>2.0.ZU;2-R
Abstract
Combining different machine learning algorithms in the same system can produce benefits above and beyond what either method could achieve al one. This paper demonstrates that genetic algorithms can be used in co njunction with lazy learning to solve examples of a difficult class of delayed reinforcement learning problems better than either method alo ne. This class, the class of differential games, includes numerous imp ortant control problems that arise in robotics, planning, game playing , and other areas, and solutions for differential games suggest soluti on strategies for the general class of planning and control problems. We conducted a series of experiments applying three learning approache s - lazy Q-learning, k-nearest neighbor (k-NN), and a genetic algorith m - to a particular differential game called a pursuit game. Our exper iments demonstrate that Ic-NN had great difficulty solving the problem , while a lazy version of Q-learning performed moderately well and the genetic algorithm performed even better. These results motivated the next step in the experiments, where we hypothesized Ic-NN was having d ifficulty because it did not have good examples - a common source of d ifficulty for lazy learning. Therefore, we used the genetic algorithm as a bootstrapping method for Ic-NN to create a system to provide thes e examples. Our experiments demonstrate that the resulting joint syste m learned to solve the pursuit games with a high degree of accuracy ou tperforming either method alone - and with relatively small memory req uirements.