Abstract. In certain adversarial environments, reinforcement learning (RL) techniques require a prohibitively large number of episodes to learn a highperforming strategy for action selection. For example, Q-learning is particularly slow to learn a policy to win complex strategy games. We propose GRL, the first GDA system capable of learning and reusing goal-specific policies. GRL is a case-based goal-driven autonomy (GDA) agent embedded in the RL cycle. GRL acquires and reuses cases that capture episodic knowledge about an agent's (1) expectations, (2) goals to pursue when these expectations are not met, and (3) actions for achieving these goals in given states. Our hypothesis is that, unlike RL, GRL can rapidly fine-tune strategies by exploiting the episodic knowledge captured in its cases. We report performance gains versus a state-ofthe-art GDA agent and an RL agent for challenging tasks in two real-time video game domains.
Abstract. The vast majority of research on AI planning has focused on automated plan recognition, in which a planning agent is provided with a set of inputs that include an initial goal (or set of goals). In this context, the goal is presumed to be static; it never changes, and the agent is not provided with the ability to reason about whether it should change this goal. For some tasks in complex environments, this constraint is problematic; the agent will not be able to respond to opportunities or plan execution failures that would benefit from focusing on a different goal. Goal driven autonomy (GDA) is a reasoning framework that was recently introduced to address this limitation; GDA systems perform anytime reasoning about what goal(s) should be satisfied [4]. Although promising, there are natural roles that case-based reasoning (CBR) can serve in this framework, but no such demonstration exists. In this paper, we describe the GDA framework and describe an algorithm that uses CBR to support it. We also describe an empirical study with a multiagent gaming environment in which this CBR algorithm outperformed a rule-based variant of GDA as well as a non-GDA agent that is limited to dynamic replanning.
We present CLASSQ-L (for: class Q-learning) an application of the Q-learning reinforcement learning algorithm to play complete Wargus games. Wargus is a real-time strategy game where players control armies consisting of units of different classes (e.g., archers, knights). CLASSQ-L uses a single table for each class of unit so that each unit is controlled and updates its class’ Q-table. This enables rapid learning as in Wargus there are many units of the same class. We present initial results of CLASSQ-L against a variety of opponents.
Abstract.Although several recent studies have been published on goal reasoning (i.e., the study of agents that can self-select their goals), none have focused on the task of learning and acting on large state and action spaces. We introduce GDA-C, a case-based goal reasoning algorithm that divides the state and action space among cooperating learning agents. Cooperation between agents emerges because (1) they share a common reward function and (2) GDA-C formulates the goal that each agent needs to achieve. We claim that its case-based approach for goal formulation is critical to the agents' performance. To test this claim we conducted an empirical study using the Wargus RTS environment, where we found that GDA-C outperforms its non-GDA ablation.
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