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1.
Michael Bowling 《Artificial Intelligence》2002,136(2):215-250
Learning to act in a multiagent environment is a difficult problem since the normal definition of an optimal policy no longer applies. The optimal policy at any moment depends on the policies of the other agents. This creates a situation of learning a moving target. Previous learning algorithms have one of two shortcomings depending on their approach. They either converge to a policy that may not be optimal against the specific opponents' policies, or they may not converge at all. In this article we examine this learning problem in the framework of stochastic games. We look at a number of previous learning algorithms showing how they fail at one of the above criteria. We then contribute a new reinforcement learning technique using a variable learning rate to overcome these shortcomings. Specifically, we introduce the WoLF principle, “Win or Learn Fast”, for varying the learning rate. We examine this technique theoretically, proving convergence in self-play on a restricted class of iterated matrix games. We also present empirical results on a variety of more general stochastic games, in situations of self-play and otherwise, demonstrating the wide applicability of this method. 相似文献
2.
F. L. Lewis 《Journal of Intelligent and Robotic Systems》2007,48(4):513-523
This is an outline of research in neural networks for feedback control done since the mid 1990s at the Automation and Robotics
Research Institute (ARRI) of The University of Texas at Arlington (UTA). It shows how the developments of Intelligent Control
Systems based on neural networks have followed three main generations. This statement provides a short, broad-brush perspective
on the development of intelligent neural feedback controllers. 相似文献
3.
An actor-critic type reinforcement learning algorithm is proposed and analyzed for constrained controlled Markov decision processes. The analysis uses multiscale stochastic approximation theory and the envelope theorem' of mathematical economics. 相似文献
4.
Scheduling semiconductor wafer manufacturing systems has been viewed as one of the most challenging optimization problems owing to the complicated constraints, and dynamic system environment. This paper proposes a fuzzy hierarchical reinforcement learning (FHRL) approach to schedule a SWFS, which controls the cycle time (CT) of each wafer lot to improve on-time delivery by adjusting the priority of each wafer lot. To cope with the layer correlation and wafer correlation of CT due to the re-entrant process constraint, a hierarchical model is presented with a recurrent reinforcement learning (RL) unit in each layer to control the corresponding sub-CT of each integrated circuit layer. In each RL unit, a fuzzy reward calculator is designed to reduce the impact of uncertainty of expected finishing time caused by the rematching of a lot to a delivery batch. The results demonstrate that the mean deviation (MD) between the actual and expected completion time of wafer lots under the scheduling of the FHRL approach is only about 30 % of the compared methods in the whole SWFS. 相似文献
5.
《Expert systems with applications》2014,41(9):4073-4082
In this paper, an intelligent agent (using the Fuzzy SARSA learning approach) is proposed to negotiate for bilateral contracts (BC) of electrical energy in Block Forward Markets (BFM or similar market environments). In the BFM energy markets, the buyers (or loads) and the sellers (or generators) submit their bids and offers on a daily basis. The loads and generators could employ intelligent software agents to trade energy in BC markets on their behalves. Since each agent attempts to choose the best bid/offer in the market, conflict of interests might happen. In this work, the trading of energy in BC markets is modeled and solved using Game Theory and Reinforcement Learning (RL) approaches. The Stackelberg equation concept is used for the match making among load and generator agents. Then to overcome the negotiation limited time problems (it is assumed that a limited time is given to each generator–load pairs to negotiate and make an agreement), a Fuzzy SARSA Learning (FSL) method is used. The fuzzy feature of FSL helps the agent cope with continuous characteristics of the environment and also prevents it from the curse of dimensionality. The performance of the FSL (compared to other well-known traditional negotiation techniques, such as time-dependent and imitative techniques) is illustrated through simulation studies. The case study simulation results show that the FSL based agent could achieve more profits compared to the agents using other reviewed techniques in the BC energy market. 相似文献
6.
《Expert systems with applications》2014,41(10):4939-4949
Optimization techniques known as metaheuristics have been applied successfully to solve different problems, in which their development is characterized by the appropriate selection of parameters (values) for its execution. Where the adjustment of a parameter is required, this parameter will be tested until viable results are obtained. Normally, such adjustments are made by the developer deploying the metaheuristic. The quality of the results of a test instance [The term instance is used to refer to the assignment of values to the input variables of a problem.] will not be transferred to the instances that were not tested yet and its feedback may require a slow process of “trial and error” where the algorithm has to be adjusted for a specific application. Within this context of metaheuristics the Reactive Search emerged defending the integration of machine learning within heuristic searches for solving complex optimization problems. Based in the integration that the Reactive Search proposes between machine learning and metaheuristics, emerged the idea of putting Reinforcement Learning, more specifically the Q-learning algorithm with a reactive behavior, to select which local search is the most appropriate in a given time of a search, to succeed another local search that can not improve the current solution in the VNS metaheuristic. In this work we propose a reactive implementation using Reinforcement Learning for the self-tuning of the implemented algorithm, applied to the Symmetric Travelling Salesman Problem. 相似文献
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