• Title/Summary/Keyword: Model based reinforcement learning

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Control for Manipulator of an Underwater Robot Using Meta Reinforcement Learning (메타강화학습을 이용한 수중로봇 매니퓰레이터 제어)

  • Moon, Ji-Youn;Moon, Jang-Hyuk;Bae, Sung-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.1
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    • pp.95-100
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    • 2021
  • This paper introduces model-based meta reinforcement learning as a control for the manipulator of an underwater construction robot. Model-based meta reinforcement learning updates the model fast using recent experience in a real application and transfers the model to model predictive control which computes control inputs of the manipulator to reach the target position. The simulation environment for model-based meta reinforcement learning is established using MuJoCo and Gazebo. The real environment of manipulator control for underwater construction robot is set to deal with model uncertainties.

A Naive Bayesian-based Model of the Opponent's Policy for Efficient Multiagent Reinforcement Learning (효율적인 멀티 에이전트 강화 학습을 위한 나이브 베이지만 기반 상대 정책 모델)

  • Kwon, Ki-Duk
    • Journal of Internet Computing and Services
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    • v.9 no.6
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    • pp.165-177
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    • 2008
  • An important issue in Multiagent reinforcement learning is how an agent should learn its optimal policy in a dynamic environment where there exist other agents able to influence its own performance. Most previous works for Multiagent reinforcement learning tend to apply single-agent reinforcement learning techniques without any extensions or require some unrealistic assumptions even though they use explicit models of other agents. In this paper, a Naive Bayesian based policy model of the opponent agent is introduced and then the Multiagent reinforcement learning method using this model is explained. Unlike previous works, the proposed Multiagent reinforcement learning method utilizes the Naive Bayesian based policy model, not the Q function model of the opponent agent. Moreover, this learning method can improve learning efficiency by using a simpler one than other richer but time-consuming policy models such as Finite State Machines(FSM) and Markov chains. In this paper, the Cat and Mouse game is introduced as an adversarial Multiagent environment. And then effectiveness of the proposed Naive Bayesian based policy model is analyzed through experiments using this game as test-bed.

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Two Circle-based Aircraft Head-on Reinforcement Learning Technique using Curriculum (커리큘럼을 이용한 투서클 기반 항공기 헤드온 공중 교전 강화학습 기법 연구)

  • Insu Hwang;Jungho Bae
    • Journal of the Korea Institute of Military Science and Technology
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    • v.26 no.4
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    • pp.352-360
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    • 2023
  • Recently, AI pilots using reinforcement learning are developing to a level that is more flexible than rule-based methods and can replace human pilots. In this paper, a curriculum was used to help head-on combat with reinforcement learning. It is not easy to learn head-on with a reinforcement learning method without a curriculum, but in this paper, through the two circle-based head-on air combat learning technique, ownship gradually increase the difficulty and become good at head-on combat. On the two-circle, the ATA angle between the ownship and target gradually increased and the AA angle gradually decreased while learning was conducted. By performing reinforcement learning with and w/o curriculum, it was engaged with the rule-based model. And as the win ratio of the curriculum based model increased to close to 100 %, it was confirmed that the performance was superior.

A Study on Performance Improvement of Evolutionary Algorithms Using Reinforcement Learning (강화학습을 이용한 진화 알고리즘의 성능개선에 대한 연구)

  • 이상환;심귀보
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.10a
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    • pp.420-426
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    • 1998
  • Evolutionary algorithms are probabilistic optimization algorithms based on the model of natural evolution. Recently the efforts to improve the performance of evolutionary algorithms have been made extensively. In this paper, we introduce the research for improving the convergence rate and search faculty of evolution algorithms by using reinforcement learning. After providing an introduction to evolution algorithms and reinforcement learning, we present adaptive genetic algorithms, reinforcement genetic programming, and reinforcement evolution strategies which are combined with reinforcement learning. Adaptive genetic algorithms generate mutation probabilities of each locus by interacting with the environment according to reinforcement learning. Reinforcement genetic programming executes crossover and mutation operations based on reinforcement and inhibition mechanism of reinforcement learning. Reinforcement evolution strategies use the variances of fitness occurred by mutation to make the reinforcement signals which estimate and control the step length.

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Credit-Assigned-CMAC-based Reinforcement Learning with application to the Acrobot Swing Up Control Problem (Acrobot Swing Up 제어를 위한 Credit-Assigned-CMAC 기반의 강화학습)

  • Shin, Yeon-Yong;Jang, Si-Young;Seo, Seung-Hwan;Suh, Il-Hong
    • Proceedings of the KIEE Conference
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    • 2003.11c
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    • pp.621-624
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    • 2003
  • For real world applications of reinforcement learning techniques, function approximation or generalization will be required to avoid curse of dimensionality. For this, an improved function approximation-based reinforcement learning method is proposed to speed up convergence by using CA-CMAC(Credit-Assigned Cerebellar Model Articulation Controller). To show that our proposed CACRL(CA-CMAC-based Reinforcement Learning) performs better than the CRL(CMAC-based Reinforcement Learning), computer simulation results are illustrated, where a swing-up control problem of an acrobot is considered.

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Aspect-based Sentiment Analysis of Product Reviews using Multi-agent Deep Reinforcement Learning

  • M. Sivakumar;Srinivasulu Reddy Uyyala
    • Asia pacific journal of information systems
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    • v.32 no.2
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    • pp.226-248
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    • 2022
  • The existing model for sentiment analysis of product reviews learned from past data and new data was labeled based on training. But new data was never used by the existing system for making a decision. The proposed Aspect-based multi-agent Deep Reinforcement learning Sentiment Analysis (ADRSA) model learned from its very first data without the help of any training dataset and labeled a sentence with aspect category and sentiment polarity. It keeps on learning from the new data and updates its knowledge for improving its intelligence. The decision of the proposed system changed over time based on the new data. So, the accuracy of the sentiment analysis using deep reinforcement learning was improved over supervised learning and unsupervised learning methods. Hence, the sentiments of premium customers on a particular site can be explored to other customers effectively. A dynamic environment with a strong knowledge base can help the system to remember the sentences and usage State Action Reward State Action (SARSA) algorithm with Bidirectional Encoder Representations from Transformers (BERT) model improved the performance of the proposed system in terms of accuracy when compared to the state of art methods.

Solving Survival Gridworld Problem Using Hybrid Policy Modified Q-Based Reinforcement

  • Montero, Vince Jebryl;Jung, Woo-Young;Jeong, Yong-Jin
    • Journal of IKEEE
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    • v.23 no.4
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    • pp.1150-1156
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    • 2019
  • This paper explores a model-free value-based approach for solving survival gridworld problem. Survival gridworld problem opens up a challenge involving taking risks to gain better rewards. Classic value-based approach in model-free reinforcement learning assumes minimal risk decisions. The proposed method involves a hybrid on-policy and off-policy updates to experience roll-outs using a modified Q-based update equation that introduces a parametric linear rectifier and motivational discount. The significance of this approach is it allows model-free training of agents that take into account risk factors and motivated exploration to gain better path decisions. Experimentations suggest that the proposed method achieved better exploration and path selection resulting to higher episode scores than classic off-policy and on-policy Q-based updates.

Fault-tolerant control system for once-through steam generator based on reinforcement learning algorithm

  • Li, Cheng;Yu, Ren;Yu, Wenmin;Wang, Tianshu
    • Nuclear Engineering and Technology
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    • v.54 no.9
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    • pp.3283-3292
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    • 2022
  • Based on the Deep Q-Network(DQN) algorithm of reinforcement learning, an active fault-tolerance method with incremental action is proposed for the control system with sensor faults of the once-through steam generator(OTSG). In this paper, we first establish the OTSG model as the interaction environment for the agent of reinforcement learning. The reinforcement learning agent chooses an action according to the system state obtained by the pressure sensor, the incremental action can gradually approach the optimal strategy for the current fault, and then the agent updates the network by different rewards obtained in the interaction process. In this way, we can transform the active fault tolerant control process of the OTSG to the reinforcement learning agent's decision-making process. The comparison experiments compared with the traditional reinforcement learning algorithm(RL) with fixed strategies show that the active fault-tolerant controller designed in this paper can accurately and rapidly control under sensor faults so that the pressure of the OTSG can be stabilized near the set-point value, and the OTSG can run normally and stably.

A Joint Allocation Algorithm of Computing and Communication Resources Based on Reinforcement Learning in MEC System

  • Liu, Qinghua;Li, Qingping
    • Journal of Information Processing Systems
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    • v.17 no.4
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    • pp.721-736
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    • 2021
  • For the mobile edge computing (MEC) system supporting dense network, a joint allocation algorithm of computing and communication resources based on reinforcement learning is proposed. The energy consumption of task execution is defined as the maximum energy consumption of each user's task execution in the system. Considering the constraints of task unloading, power allocation, transmission rate and calculation resource allocation, the problem of joint task unloading and resource allocation is modeled as a problem of maximum task execution energy consumption minimization. As a mixed integer nonlinear programming problem, it is difficult to be directly solve by traditional optimization methods. This paper uses reinforcement learning algorithm to solve this problem. Then, the Markov decision-making process and the theoretical basis of reinforcement learning are introduced to provide a theoretical basis for the algorithm simulation experiment. Based on the algorithm of reinforcement learning and joint allocation of communication resources, the joint optimization of data task unloading and power control strategy is carried out for each terminal device, and the local computing model and task unloading model are built. The simulation results show that the total task computation cost of the proposed algorithm is 5%-10% less than that of the two comparison algorithms under the same task input. At the same time, the total task computation cost of the proposed algorithm is more than 5% less than that of the two new comparison algorithms.

Credit-Assigned-CMAC-based Reinforcement Learn ing with Application to the Acrobot Swing Up Control Problem (Acrobot Swing Up Control을 위한 Credit-Assigned-CMAC-based 강화학습)

  • 장시영;신연용;서승환;서일홍
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.53 no.7
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    • pp.517-524
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    • 2004
  • For real world applications of reinforcement learning techniques, function approximation or generalization will be required to avoid curse of dimensionality. For this, an improved function approximation-based reinforcement teaming method is proposed to speed up convergence by using CA-CMAC(Credit-Assigned Cerebellar Model Articulation Controller). To show that our proposed CACRL(CA-CMAC-based Reinforcement Learning) performs better than the CRL(CMAC- based Reinforcement Learning), computer simulation and experiment results are illustrated, where a swing-up control Problem of an acrobot is considered.