ANYTIME LEARNING AND ADAPTATION OF STRUCTURED FUSSY BEHAVIORS

Authors
Citation
A. Bonarini, ANYTIME LEARNING AND ADAPTATION OF STRUCTURED FUSSY BEHAVIORS, Adaptive behavior, 5(3-4), 1997, pp. 281-315
Citations number
43
Categorie Soggetti
Social, Sciences, Interdisciplinary","Psychology, Experimental
Journal title
ISSN journal
10597123
Volume
5
Issue
3-4
Year of publication
1997
Pages
281 - 315
Database
ISI
SICI code
1059-7123(1997)5:3-4<281:ALAAOS>2.0.ZU;2-C
Abstract
We present an approach to support effective learning and adaptation of behaviors for autonomous agents with reinforcement learning algorithm s. These methods can identify control systems that optimize a reinforc ement program, which is, usually, a straightforward representation of the designer's goals. Reinforcement learning algorithms usually are to o slow to be applied in real time on embodied agents, although they pr ovide a suitable way to represent the desired behavior. We have tackle d three aspects of this problem: the speed of the algorithm, the learn ing procedure, and the control system architecture. The learning algor ithm we have developed includes features to speed up learning, such as niche-based learning, and a representation of the control modules in terms of fuzzy rules that reduces the search space and improves robust ness to noisy data. Our learning procedure exploits methodologies such as learning from easy missions and transfer of policy from simpler en vironments to the more complex. The architecture of our control system is layered and modular, so that each module has a low complexity and can be learned in a short time. The composition of the actions propose d by the modules is either learned or predefined. Finally, we adopt an anytime learning approach to improve the qualify of She control syste m on-line and to adapt it to dynamic environments. The experiments we present in this article concern learning to reach another moving agent in a real, dynamic environment that includes nontrivial situations su ch as that in which the moving target is faster than the agent and tha t in which the target is hidden by obstacles.