• DocumentCode
    2219932
  • Title

    Reinforcement learning with adaptive Kanerva coding for Xpilot game AI

  • Author

    Allen, Martin ; Fritzsche, Phil

  • Author_Institution
    Comput. Sci. Dept., Univ. of Wisconsin-La Crosse, La Crosse, WI, USA
  • fYear
    2011
  • fDate
    5-8 June 2011
  • Firstpage
    1521
  • Lastpage
    1528
  • Abstract
    The Xpilot-AI video game platform allows the creation of artificially intelligent and autonomous control agents. At the same time, the Xpilot environment is highly complex, with very many state variables and action choices. Basic reinforcement learning (RL) techniques are somewhat limited in their application when dealing with such large state- and action-spaces, since the repetition of exposure that is key to their value updates can proceed very slowly. To solve this problem, state abstractions are often generated, allowing learning to move more quickly, but often requiring the programmer to hand-craft state representations, reward functions, and action choices in an ad hoc manner. We apply an automated technique for generating useful abstractions for learning, adaptive Kanerva coding. This method employs a small sub-set of the original states as a proxy for the full environment, updating values over the abstract representative prototype states in a manner analogous to Q-learning. Over time, the set of prototypes is adjusted to provide more effective coverage and abstraction, again automatically. Our results show that this technique allows a simple learning agent to double its survival time when navigating the Xpilot environment, using only a small fraction of the full state-space as a stand-in and greatly increasing the potential for more rapid learning.
  • Keywords
    adaptive codes; artificial intelligence; computer games; learning (artificial intelligence); Q-learning; Xpilot-AI video game platform; adaptive Kanerva coding; artificial intelligence; autonomous control agent; reinforcement learning; reward function; state abstraction; Encoding; Equations; Games; Learning; Learning systems; Marine vehicles; Prototypes; Autonomous agents; dynamic programming; real time systems; reinforcement learning;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Evolutionary Computation (CEC), 2011 IEEE Congress on
  • Conference_Location
    New Orleans, LA
  • ISSN
    Pending
  • Print_ISBN
    978-1-4244-7834-7
  • Type

    conf

  • DOI
    10.1109/CEC.2011.5949796
  • Filename
    5949796