共查询到20条相似文献,搜索用时 15 毫秒
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多智能体系统在自动驾驶、智能物流、医疗协同等多个领域中广泛应用,然而由于技术进步和系统需求的增加,这些系统面临着规模庞大、复杂度高等挑战,常出现训练效率低和适应能力差等问题。为了解决这些问题,将基于梯度的元学习方法扩展到多智能体深度强化学习中,提出一种名为多智能体一阶元近端策略优化(MAMPPO)方法,用于学习多智能体系统的初始模型参数,从而为提高多智能体深度强化学习的性能提供新的视角。该方法充分利用多智能体强化学习过程中的经验数据,通过反复适应找到在梯度下降方向上最敏感的参数并学习初始参数,使模型训练从最佳起点开始,有效提高了联合策略的决策效率,显著加快了策略变化的速度,面对新情况的适应速度显著加快。在星际争霸II上的实验结果表明,MAMPPO方法显著提高了训练速度和适应能力,为后续提高多智能强化学习的训练效率和适应能力提供了一种新的解决方法。 相似文献
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针对多智能体系统中联合动作空间随智能体数量的增加而产生的指数爆炸的问题,采用"中心训练-分散执行"的框架来避免联合动作空间的维数灾难并降低算法的优化代价.针对在众多的多智能体强化学习场景下,环境仅给出所有智能体的联合行为所对应的全局奖励这一问题,提出一种新的全局信用分配机制——奖励高速路网络(RHWNet).通过在原有... 相似文献
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Although creativity is studied from philosophy to cognitive robotics, a definition has proven elusive. We argue for emphasizing the creative process (the cognition of the creative agent), rather than the creative product (the artifact or behavior). Owing to developments in experimental psychology, the process approach has become an increasingly attractive way of characterizing creative problem solving. In particular, the phenomenon of insight, in which an individual arrives at a solution through a sudden change in perspective, is a crucial component of the process of creativity.These developments resonate with advances in machine learning, in particular hierarchical and modular approaches, as the field of artificial intelligence aims for general solutions to problems that typically rely on creativity in humans or other animals. We draw a parallel between the properties of insight according to psychology and the properties of Hierarchical Reinforcement Learning (HRL) systems for embodied agents. Using the Creative Systems Framework developed by Wiggins and Ritchie, we analyze both insight and HRL, establishing that they are creative in similar ways. We highlight the key challenges to be met in order to call an artificial system “insightful”. 相似文献
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作为机器学习和人工智能领域的一个重要分支,多智能体分层强化学习以一种通用的形式将多智能体的协作能力与强化学习的决策能力相结合,并通过将复杂的强化学习问题分解成若干个子问题并分别解决,可以有效解决空间维数灾难问题。这也使得多智能体分层强化学习成为解决大规模复杂背景下智能决策问题的一种潜在途径。首先对多智能体分层强化学习中涉及的主要技术进行阐述,包括强化学习、半马尔可夫决策过程和多智能体强化学习;然后基于分层的角度,对基于选项、基于分层抽象机、基于值函数分解和基于端到端等4种多智能体分层强化学习方法的算法原理和研究现状进行了综述;最后介绍了多智能体分层强化学习在机器人控制、博弈决策以及任务规划等领域的应用现状。 相似文献
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Recently, many models of reinforcement learning with hierarchical or modular structures have been proposed. They decompose
a task into simpler subtasks and solve them by using multiple agents. However, these models impose certain restrictions on
the topological relations of agents and so on. By relaxing these restrictions, we propose networked reinforcement learning,
where each agent in a network acts autonomously by regarding the other agents as a part of its environment. Although convergence
to an optimal policy is no longer assured, by means of numerical simulations, we show that our model functions appropriately,
at least in certain simple situations.
This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January
31–February 2, 2008 相似文献
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Grasping is an essential component for robotic manipulation and has been investigated for decades. Prior work on grasping often assumes that a sufficient amount of training data is available for learning and planning robotic grasps. However, constructing such an exhaustive training dataset is very challenging in practice, and it is desirable that a robotic system can autonomously learn and improves its grasping strategy. Although recent work has presented autonomous data collection through trial and error, such methods are often limited to a single grasp type, e.g. vertical pinch grasp. To address these issues, we present a hierarchical policy search approach for learning multiple grasping strategies. To leverage human knowledge, multiple grasping strategies are initialized with human demonstrations. In addition, a database of grasping motions and point clouds of objects is also autonomously built upon a set of grasps given by a user. The problem of selecting the grasp location and grasp policy is formulated as a bandit problem in our framework. We applied our reinforcement learning to grasping both rigid and deformable objects. The experimental results show that our framework autonomously learns and improves its performance through trial and error and can grasp previously unseen objects with a high accuracy. 相似文献
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In this work, we present an optimal cooperative control scheme for a multi-agent system in an unknown dynamic obstacle environment, based on an improved distributed cooperative reinforcement learning (RL) strategy with a three-layer collaborative mechanism. The three collaborative layers are collaborative perception layer, collaborative control layer, and collaborative evaluation layer. The incorporation of collaborative perception expands the perception range of a single agent, and improves the early warning ability of the agents for the obstacles. Neural networks (NNs) are employed to approximate the cost function and the optimal controller of each agent, where the NN weight matrices are collaboratively optimized to achieve global optimal performance. The distinction of the proposed control strategy is that cooperation of the agents is embodied not only in the input of NNs (in a collaborative perception layer) but also in their weight updating procedure (in the collaborative evaluation and collaborative control layers). Comparative simulations are carried out to demonstrate the effectiveness and performance of the proposed RL-based cooperative control scheme. 相似文献
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为了在领域文本中实现数据定位,将文本视为环境,针对文本环境中存在的动态性以及不确定性等问题,提出了基于多agent分层强化学习的数据定位方法。该方法利用分层结构的特点,将系统任务分解为多个子任务,个体agent分别对对应子任务学习,以此将策略更新限制在规模较小的局部空间;同时利用多agent系统中单agent与系统远期目标的同一性,引入策略协调机制,通过agent之间交换信息来发现趋势性信息,并利用shaping技术,将在线获取的动态知识对各个agent进行趋势性启发,加快agent的收敛速度。将该方法应用于司法领域的判决文书上,实验结果表明:该方法能够在大规模复杂未知的文本环境中对目标数据进行高效准确定位,平均准确率与◢F◣值能够达到96.6%和98.2%,且具有较好的收敛速度。因此可以看出,该方法能够很好地在领域文本中实现数据定位,具有较大的理论以及实际意义。 相似文献
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Transfer in variable-reward hierarchical reinforcement learning 总被引:2,自引:1,他引:1
Transfer learning seeks to leverage previously learned tasks to achieve faster learning in a new task. In this paper, we consider
transfer learning in the context of related but distinct Reinforcement Learning (RL) problems. In particular, our RL problems are derived from Semi-Markov Decision Processes (SMDPs) that share the same
transition dynamics but have different reward functions that are linear in a set of reward features. We formally define the
transfer learning problem in the context of RL as learning an efficient algorithm to solve any SMDP drawn from a fixed distribution
after experiencing a finite number of them. Furthermore, we introduce an online algorithm to solve this problem, Variable-Reward
Reinforcement Learning (VRRL), that compactly stores the optimal value functions for several SMDPs, and uses them to optimally
initialize the value function for a new SMDP. We generalize our method to a hierarchical RL setting where the different SMDPs
share the same task hierarchy. Our experimental results in a simplified real-time strategy domain show that significant transfer
learning occurs in both flat and hierarchical settings. Transfer is especially effective in the hierarchical setting where
the overall value functions are decomposed into subtask value functions which are more widely amenable to transfer across
different SMDPs. 相似文献
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非平稳性问题是多智能体环境中深度学习面临的主要挑战之一,它打破了大多数单智能体强化学习算法都遵循的马尔可夫假设,使每个智能体在学习过程中都有可能会陷入由其他智能体所创建的环境而导致无终止的循环。为解决上述问题,研究了中心式训练分布式执行(CTDE)架构在强化学习中的实现方法,并分别从智能体间通信和智能体探索这两个角度入手,采用通过方差控制的强化学习算法(VBC)并引入好奇心机制来改进QMIX算法。通过星际争霸Ⅱ学习环境(SC2LE)中的微操场景对所提算法加以验证。实验结果表明,与QMIX算法相比,所提算法的性能有所提升,并且能够得到收敛速度更快的训练模型。 相似文献
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目前多智能体强化学习算法多采用集中学习,分散行动的框架。该框架存在算法收敛时间过长和可能无法收敛的问题。为了加快多智能体的集体学习时间,提出多智能体分组学习策略。通过使用循环神经网络预测出多智能体的分组矩阵,通过在分组内部共享智能体之间经验的机制,提高了多智能体的团队学习效率;同时,为了弥补分组带来的智能体无法共享信息的问题,提出了信息微量的概念在所有智能体之间传递部分全局信息;为了加强分组内部优秀经验的留存,提出了推迟组内优秀智能体死亡时间的生灭过程。最后,在迷宫实验中,训练时间比MADDPG减少12%;夺旗实验中,训练时间比MADDPG减少17%。 相似文献
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Reinforcement learning (RL) for solving large and complex problems faces the curse of dimensions problem. To overcome this problem, frameworks based on the temporal abstraction have been presented; each having their advantages and disadvantages. This paper proposes a new method like the strategies introduced in the hierarchical abstract machines (HAMs) to create a high-level controller layer of reinforcement learning which uses options. The proposed framework considers a non-deterministic automata as a controller to make a more effective use of temporally extended actions and state space clustering. This method can be viewed as a bridge between option and HAM frameworks, which tries to suggest a new framework to decrease the disadvantage of both by creating connection structures between them and at the same time takes advantages of them. Experimental results on different test environments show significant efficiency of the proposed method. 相似文献
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Without assuming that the communication topologies among the neural network (NN) weights are to be undirected and the states of each agent are measurable, the cooperative learning NN output feedback control is addressed for uncertain nonlinear multi-agent systems with identical structures in strict-feedback form. By establishing directed communication topologies among NN weights to share their learned knowledge, NNs with cooperative learning laws are employed to identify the uncertainties. By designing NN-based κ-filter observers to estimate the unmeasurable states, a new cooperative learning output feedback control scheme is proposed to guarantee that the system outputs can track nonidentical reference signals with bounded tracking errors. A simulation example is given to demonstrate the effectiveness of the theoretical results. 相似文献
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本文针对多智能体强化学习中存在的通信和计算资源消耗大等问题,提出了一种基于事件驱动的多智能体强化学习算法,侧重于事件驱动在多智能体学习策略层方面的研究。在智能体与环境的交互过程中,算法基于事件驱动的思想,根据智能体观测信息的变化率设计触发函数,使学习过程中的通信和学习时机无需实时或按周期地进行,故在相同时间内可以降低数据传输和计算次数。另外,分析了该算法的计算资源消耗,以及对算法收敛性进行了论证。最后,仿真实验说明了该算法可以在学习过程中减少一定的通信次数和策略遍历次数,进而缓解了通信和计算资源消耗。 相似文献
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针对多智能体系统(multi-agent systems,MAS)中环境具有不稳定性、智能体决策相互影响所导致的策略学习困难的问题,提出了一种名为观测空间关系提取(observation relation extraction,ORE)的方法,该方法使用一个完全图来建模MAS中智能体观测空间不同部分之间的关系,并使用注意力机制来计算智能体观测空间不同部分之间关系的重要程度。通过将该方法应用在基于值分解的多智能体强化学习算法上,提出了基于观测空间关系提取的多智能体强化学习算法。在星际争霸微观场景(StarCraft multi-agent challenge,SMAC)上的实验结果表明,与原始算法相比,带有ORE结构的值分解多智能体算法在收敛速度和最终性能方面都有更好的性能。 相似文献
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基于增强学习的多机器人系统优化控制是近年来机器人学与分布式人工智能的前沿研究领域.多机器人系统具有分布、异构和高维连续空间等特性,使得面向多机器人系统的增强学习的研究面临着一系列挑战,为此,对其相关理论和算法的研究进展进行了系统综述.首先,阐述了多机器人增强学习的基本理论模型和优化目标;然后,在对已有学习算法进行对比分析的基础上,重点探讨了多机器人增强学习理论与应用研究中的困难和求解思路,给出了若干典型问题和应用实例;最后,对相关研究进行了总结和展望. 相似文献
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Shaping multi-agent systems with gradient reinforcement learning 总被引:1,自引:0,他引:1
Olivier Buffet Alain Dutech François Charpillet 《Autonomous Agents and Multi-Agent Systems》2007,15(2):197-220
An original reinforcement learning (RL) methodology is proposed for the design of multi-agent systems. In the realistic setting
of situated agents with local perception, the task of automatically building a coordinated system is of crucial importance.
To that end, we design simple reactive agents in a decentralized way as independent learners. But to cope with the difficulties
inherent to RL used in that framework, we have developed an incremental learning algorithm where agents face a sequence of
progressively more complex tasks. We illustrate this general framework by computer experiments where agents have to coordinate to reach a global goal.
This work has been conducted in part in NICTA’s Canberra laboratory. 相似文献