2014 IEEE International Conference on Autonomous Robot Systems and Competitions (ICARSC) 2014
DOI: 10.1109/icarsc.2014.6849775
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Learning robotic soccer controllers with the Q-Batch update-rule

Abstract: Robotic soccer provides a rich environment for the development of Reinforcement Learning controllers. The competitive environment imposes strong requirements on performance of the developed controllers. RL offers a valuable alternative for the development of efficient controllers while avoiding the hassle of parameter tuning a hand coded policy. This paper presents the application of a recently proposed Batch RL updaterule to learn robotic soccer controllers in the context of the RoboCup Middle Size League. Th… Show more

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Cited by 4 publications
(2 citation statements)
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“…In this kind of leagues the decision about role assignation is distributed among the players, and the selection of behaviors is decided on by the robot itself [8]. In the case of distributed robot soccer teams, however, some research has been focused on the learning behaviors of the agents using techniques such as reinforcement learning to control behaviors [9], learning behaviors and learning to dribble [10]. Other strategies are modeled and implemented using finite state machines [11], in some cases in combination with Petri Net Plans [12].…”
Section: Introductionmentioning
confidence: 99%
“…In this kind of leagues the decision about role assignation is distributed among the players, and the selection of behaviors is decided on by the robot itself [8]. In the case of distributed robot soccer teams, however, some research has been focused on the learning behaviors of the agents using techniques such as reinforcement learning to control behaviors [9], learning behaviors and learning to dribble [10]. Other strategies are modeled and implemented using finite state machines [11], in some cases in combination with Petri Net Plans [12].…”
Section: Introductionmentioning
confidence: 99%
“…En[100] proponen el aprendizaje de comportamientos como lo son evasión de obstáculos y seguimiento de trayectorias en un robot tipo humanoide utilizado en la RoboCup 3D Simulation League, combinando tanto Redes Neuronales como Algoritmos Genéticos. En otro ejemplo utilizan un algoritmo Q-Learning combinado con una técnica basada en Batch Reinforcement Learning para el aprendizaje de comportamientos en un robot de la RoboCup Middle Size League, enfocando estos algoritmos en el control a bajo nivel del robot[101]. En[102], utilizan un algoritmo de Batch Reinforcement Learning para el aprendizaje de tareas como rotar alrededor de un punto, disparar el balón o recibir un pase en un…”
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