Title: Multi-Agent Systems Lecture 10 University
1Multi-Agent SystemsLecture 10University
Politehnica of Bucarest2005-2006Adina Magda
Floreaadina_at_cs.pub.rohttp//turing.cs.pub.ro/bl
ia_06
2Machine LearningLecture outline
- 1 Learning in AI (machine learning)
- 2 Reinforcement learning
- 3 Learning in multi-agent systems
- 3.1 Learning action coordination
- 3.2 Learning individual performance
- 3.3 Learning to communicate
- 3.4 Layered learning
- 5 Conclusions
31 Learning in AI
- What is machine learning?
-
- Herbet Simon defines learning as
- any change in a system that allows it to perform
better the second time on repetition of the same
task or another task drawn from the same
population (Simon, 1983). - In ML the agent learns
- knowledge representation of the problem domain
- problem solving rules, inferences
- problem solving strategies
3
4Classifying learning
- In MAS learning the agents should learn
- what an agent learns in ML but in the context of
MAS - both cooperative and self-interested agents - how to cooperate for problem solving -
cooperative agents - how to communicate - both cooperative and
self-interested agents - how to negotiate - self interested agents
- Different dimensions
- explicitly represented domain knowledge
- how the critic component (performance evaluation)
of a learning agent works - the use of knowledge of the domain/environment
4
5Single agent learning
Learning Process
Feed-back
Data
Environment
Learning results
Problem Solving K B Inferences Strategy
Feed-back
Results
Performance Evaluation
5
6Self-interested learning agent
Feed-back
Communication
Data
Environment
Actions
Feed-back
- NB Both in this diagram and the next, not all
components or flow arrows are always present - it
depends on the type of agent (cognitive,
reactive), type of learning, etc.
6
7Cooperative learning agents
Feed-back
Learning Process
Learning Process
Feed-back
Communication
Learning results
Learning results
Data
Results
Results
Performance Evaluation
Feed-back
Actions
Actions
Communication
Communication
Environment
7
82 Reinforcement learning
- Combines dynamic programming and AI machine
learning techniques - Trial-and-error interactions with a dynamic
environment - The feedback of the environment reward or
reinforcement - search in the space of behaviors
genetic algorithms - Â
- Two main approaches
- Â
- learn utility based on statistical techniques
and dynamic programming methods
8
92.1 A reinforcement-learning model
- B agent's behavior
- i input current state of the env
- r value of reinforcement
- (reinforcement signal)
- T model of the world
- The model consists of
- -Â Â Â Â Â Â Â Â a discrete set of environment states S
(s?S) - -Â Â Â Â Â Â Â Â a discrete set of agent actions A (a ?
A) - -Â Â Â Â Â Â Â Â a set of scalar reinforcement signals,
typically 0, 1 or real numbers - - the transition model of the world, T
- environment is nondeterministic
- T S x A ? P(S) T transition model
- T(s, a, s)
- Environment history a sequence of states that
leads to a terminal state
9
10- Â A 4 x 3 environment
- The intended outcome occurs with probability 0.8,
and with probability 0.2 (0.1, 0.1) the agent
moves at right angles to the intended direction. - The two terminal states have reward 1 and 1,
all other states have a reward of 0.04
0.8
0.1
0.1
3 2 1
Up, Up, Right, Right, Right (4,3) 0.85 0.32768
1 2 3 4
10
11- 2.2 Features varying RL
- accessible / inaccessible environment
- has (T known) / has not a model of the
environment - learn behavior / learn behavior model
- reward received only in terminal states or in any
state - passive/active learner
- learn utilities of states
- active learner learn also what to do
- how does the agent represent B, namely its
behavior - utility functions on states or state histories (T
is known) - active-value functions (T is not necessarily
known) - assigns an expected utility to taking a
given action in a given state
11
12Agents
- State and goals
- goal E ? 0, 1
- Utilities
- utility E ? R
- env E x A ? P(E)
- Expected utility of an action a in a state e
- Maximum Expected Utility (MEU)
-
12
13- 2.3 The RL problem
- the agent has to find a policy ? a function
which maps states to actions and which maximizes
some long-time measure of reinforcement. - The agent has to learn an optimal behavior
optimal policy a policy which yields the
highest expected utility - ? - The utility function depends on the environment
history (a sequence of states) - In each state s the agents receives a reward -
R(s) - Uh(s0, s1, , sn) utility function on
histories
13
14- Models of behavior
- Finite-horizon model at a given moment of time
the agent should optimize its expected reward for
the next h steps - E(?t0, h R(st))
- Â rt represents the reward received t steps into
the future. - Â
- Infinite-horizon model optimize the long-run
reward - Â E(?t0,? R(st))
- Â
- Infinite-horizon discounted model optimize the
long-run reward but rewards received in the
future are geometrically discounted according to
a discount factor ?. - Â E(?t0,? ?t R(st))
- 0 ? ? lt 1.
- ? can be interpreted in several ways. It can be
seen as an interest rate, a probability of living
another step, or as a mathematical trick to bound
an infinite sum.
14
15- 2.4 Markov systems
- Discounted rewards
- An AP gets payed 20/year
- 202020..
- (reward now) ?(reward at time 1) ?2(rewards
at time) 2 - A Markov System with rewards
- (S1, S2,Sn)
- A transition probability matrix
PijProb(NextSjThis Si) - Each state has a rweard r1, r2,rn
- Discount factor ? in 0,1
- On each time step
- Assume state is Si
- Get reward ri
- Randomly move to another state Pij
- All future rewards are discounted by ?
15
16- U(Si)expected discounted sum of future rewards
starting in state Si - U(Si) ri?(Pi1U(S1)Pi2U(S2) .. PinU(Sn)),
i1,n - Solve equations, get an exact answer but 100 000
states splve a 100 000 by 100 000 system of
equations - Value iteration to solve a Markov system
- U1(Si)ri
- U2(Si) ri ? ?j1,N PijU1(Sj)
- Compute U1(Si) for each sate
- Compute U2(Si) for eaxch state, etc
- Stop when Uk1(Si) - Uk(Si) lt eps
16
17- 2.5 Markov Decision Problem (MDP)
- consists of
- ltS, A, P, Rgt
- S - a set of states
- A - a set of actions
- R reward function, R S x A ? R
- T S x A ? ?(S), with ?(S) the probability
distribution over the states S - On each time step
- Assume state is Si
- Get reward Ri
- Choose action a (from a1ak)
- Move to another state Pij with probability
T(Si,a) - All future rewards are discounted by ?
- We shall use T(s,a,s)
PassProb(NextsThiss and I use action k)
17
18- Markov Decision Problem (MDP)
- The model is Markov if the state transitions are
independent of any previous environment states or
agent actions. - MDP finite-state and finite-action focus on
that / infinite state and action space - For every MDP there exists an optimal policy
- Its a policy such that for every possible start
state there is no better option than to follow
the policy - Finding the optimal policy given a model T
calculate the utility of each state U(state) and
use state utilities to select an optimal action
in each state.
18
19- Value iteration to solve a MDP
- U1(s)R(s)
- U2(s) maxa(R(s) ? ?s T(s,a,s)U1(s))
- .
- UK1(s) maxa(R(s) ? ?s T(s,a,s)Uk(s))
- Compute U1(si) for each state, ssi
- Compute U2(si) for each state, etc
- Stop when maxi Uk1(si) - Uk(si) lt eps
- convergence
- (dynamic programming)
Value iteration for a MS Uk1(Si) ri ? ?j1,N
PijU k(Sj)
19
20- The utility of a state is the immediate reward
for that state plus the expected discounted
utility of the next state, assuming that the
agent chooses the optimal action - U(s) R(s) ? max a?sT(s,a,s)U(s)
- Bellman equation - U?(s) unique solutions
- The utility function U(s) allows the agent to
select actions by using the Maximum Expected
Utility principle - ?(s) argmaxa (R(s) ? ?sT(s,a,s)U(s))
- Â optimal policy
20
21- Â A 4 x 3 environment
- The intended outcome occurs with probability 0.8,
and with probability 0.2 (0.1, 0.1) the agent
moves at right angles to the intended direction. - The two terminal states have reward 1 and 1,
all other states have a reward of 0.04, ?1
0.8
0.1
0.1
3 2 1
3 2 1
0.812
0.868
0.918
0.762
0.660
0.705
0.655
0.611
0.388
1 2 3 4
1 2 3 4
21
22Bellman equation for the 4x3 world Equation for
the state (1,1) U(1,1) -0.04 ? max 0.8
U(1,2) 0.1 U(2,1) 0.1 U(1,1), Up
0.9U(1,1) 0.1U(1,2), Left
0.9U(1,1) 0.1U(2,1), Down
0.8U(2,1) 0.1U(1,2) 0.1U(1,1) Right U
p is the best action
3 2 1
0.812
0.868
0.918
0.762
0.660
0.705
0.655
0.611
0.388
1 2 3 4
23defines the best action in state s
- Value Iteration
- Given the maximal expected utility, the optimal
policy is - Â
- ?(s) arg maxa(R(s) ? ?s T(s,a,s) U(s))
- Â
- Compute U(s) using an iterative approach ? Value
Iteration - Â
- U0(s) R(s)
- Ut1(s) R(s) maxa(? ?s T(s,a,s) Ut(s))
- Â
- t ? inf .utility values converge to the
optimal values - Â
compute for all s
23
24- Policy iteration
- Manipulate the policy directly, rather than
finding it indirectly via the optimal value
function - choose an arbitrary policy ? (randomly)
- at each time t, compute the the long time reward
starting in s, using ?t, i.e. solve the equations - Ut(s) R(s) ? ?s (T(s, ?t(s),s) Ut(s))
- improve the policy at each state
- ?t1(s) ? arg maxa (R(s) ? ?s T(s,a,s)
Ut(s)) - Involves all next states - complex
24
25- 2.6 RL learning
- Use observed rewards to learn an optimal (or near
optimal) policy for the environment - Ex play 100 moves, you loose
- In an MDP the agent has a complete model f the
evironment - Now the agent has not such a model
- Passive learning the agent policy is fixedThe
tesk is to learn the utilities of states (or
state-action pairs) - Active learning the agent must aso learn what
to do exploitation/exploration
25
26- (a) Passive reinforcement learning
- Policy is fixed in state s always execute ?(s)
- Goal learn how good the policy is learn U?(s)
- Does not know T(s,a,s), does not know before
R(s) - ADP (Adaptive Dynamic Programming) learning
- The problem of calculating an optimal policy in
an accessible, stochastic environment. - ADP plug the learned T(s, ?(s),s) and the
observed rewards R(s) into the Bellman equations
to calculate the utility of states - Supervised learning input state-action pairs
- output resulting state
- Estimate transition probabilities T(s,a,s) from
frequencies with which s is reached after
executing a in s - (1,3) Right 2 times (2,3), 1 time in (1,3)
gt - T((1,3),Right,(2,3))2/3
26
27- ADP (Adaptive Dynamic Programming) learning
- function Passive-ADP-Agent(percept) returns an
action - inputs percept, a percept indicating the current
state s and reward signal r - variable ?, a fixed policy
- mdp, an MDP with model T, rewards R, discount ?
- U, a table of utilities, initially empty
- Nsa, a table of frequencies for state-action
pairs, initially zero - Nsas, a table of frequencies of
state-action-state triples, initially zero - s, a, the previous state and action, initially
null - if s is new then Us ? r, Rs ? r
- if s is not null then
- increment Nsas,a and Nsass,a,s
- for each t such that Nsass,a,t ltgt0 do
- Ts,a,t ? Nsass,a,t / Nsas,a
- U ? Value-Determination(?,U,mdp)
- if Terminals then s,a ? null else s,a ? s,
?s - return a
- end
according to MDP (value iteration or policy
iteration)
27
28- Temporal difference learning
- (TD learning)
- Â The value function is no longer implemented by
solving a set of linear equations, but it is
computed iteratively. - Â
- Used observed transitions to adjust the values of
the observed states so that they agree with the
constraint equations. - Â
- U?(s) ? U ?(s) ?(R(s) ? U ?(s) U ?(s))
- Â ? is the learning rate.
- Whatever state is visited, its estimated value is
updated to be closer to R(s) ? U ?(s) - since R(s) is the instantaneous reward received
and - U ?(s') is the estimated value of the actually
occurring next state. - simpler, involves only next states
- ? decreases as the number of times the state is
visited increases
28
29- Temporal difference learning
- function Passive-TD-Agent(percept) returns an
action - inputs percept, a percept indicating the current
state s and reward signal r - variable ?, a fixed policy
- U, a table of utilities, initially empty
- Ns, a table of frequencies for states,
initially zero - s, a, r, the previous state, action, and
reward, initially null - if s is new then Us ? r
- if s is not null then
- increment Nss
- Us ? Us ?(Nss)(r ? U s U s)
- if Terminals then s, a, r ? null else s, a, r
? s, ?s, r - return a
- end
29
30- Temporal difference learning
- Does not need a model to perform its updates
- The environment supplies the connections between
neighboring states in the form of observed
transitions. - ADP and TD comparison
- ADP and TD try both to make local adjustments to
the utility estimates in order to make each state
 agree with its successors - TD adjusts a state to agree with the observed
successor - ADP adjusts a state to agree with all of the
successors that might occur, weighted by their
probabilities
30
31- (b) Active reinforcement learning
- Passive learning agent has a fixed policy that
determines its behavior - An active learning agent must decide what action
to take - The agent must learn a complete model with
outcome probabilities for all actions (instead of
a model for the fixed policy) - Compute/learn the utilities that obey the Bellman
equation - U (s) R(s) ? maxa?s (T(s, ?t(s),s)
U(s)) - using value iteration r policy iteration
- - If value iteration then look for the action
that maximze utility - - If policy iteration you already have the action
- - Exploration/exploitation
- - The representative problem is the n-armed
bandit problem - Solutions
- 1/t time choose random actions, rest follow ?
- give weights to actions that have not been
explored, avoid actions with low utilities - Exploratory function f(u,n) how greedy
(prefer high utility vales r not (exploration)
the agent is
31
32- Q-learning
- Active learning of action-value functions
- action-value function assigns an expected
utility to taking a given action in a given
state, Q-values - Q(a, s) the value of doing action a in state s
(expected utility) - Q-values are related to utility values by the
equation - U(s) maxaQ(a, s)
- Approach 1
- Q(a,s) R(s) ? ?s (T(s, a,s) maxa
Q(a,s)) - This requires a model
- Approach 2
- Use TD
- Â The agent does not need to learn a model model
free
32
33- Q-learning
- Â
- TD learning, unknown environment
- Â
- Q(a,s) ? Q(a,s) ?(R(s) ? maxaQ(a, s)
Q(a,s)) - Â
- calculated after each transition from state s to
s. - Â
- Â
- Is it better to learn a model and a utility
function or to learn an action-value function
with no model?
33
34- Q-learning
- function Q-Learning-Agent(percept) returns an
action - inputs percept, a percept indicating the current
state s and reward signal r - variable Q, a table of action values index by
state and action - Nsa, a table of frequencies for state-action
pairs - s, a, r the previous state, action, and reward,
initially null - if s is not null then
- increment Nsas,a
- Qa,s ? Qa,s ?(Nsas,a)(r ? maxaQ
a,s Q a,s) - if Terminals then s, a, r ? null
- else s, a, r ? s, argmaxa f(Qa, s,
Nsaa,s), r - return a
- end
s, a, r ? s, argmaxa (Qa, s), r
34
35- Generalization of RL
- Â The problem of learning in large spaces large
no. of states - Generalization techniques - allow compact storage
of learned information and transfer of knowledge
between "similar" states and actions. - Neural nets
- Decision trees
- U(state)U(most similar sate in memory)
- U(state) average U(most similar sates in memory)
- Â
35
363 Learning in MAS
- The credit-assignment problem (CAP) the problem
of assigning feed-back (credit or blame) for an
overall performance of the MAS (increase,
decrease) to each agent that contributed to that
change - inter-agent CAP assigns credit or blame to the
external actions of agents - intra-agent CAP assigns credit or blame for a
particular external action of an agent to its
internal inferences and decisions - distinction not always obvious
- one or another
36
373.1 Learning action coordination
- s current environment state
- Agent i determines the set of actions it can do
in s Ai(s) Aij(s) - Computes the goal relevance of each action
Eij(s) - Agent i announces a bid for each action with
- Eij(s) gt threshold
- Bij(s) (? ?) Eij(s)
- ? - risk factor (small) ? - noise term (to
prevent convergence to local minima)
37
38- The action with the highest bid is selected
- Incompatible actions are eliminated
- Repeat process until all actions in bids are
either selected or eliminated - A selected actions activity context
- Execute selected actions
- Update goal relevance for actions in A
- Eij(s) ? Eij(s) Bij(s) (R / A)
- R external reward received
- Update goal relevance for actions in the previous
activity context Ap (actions Akl) - Ekl(sp) ? Ekl(sp) (?Aij?A Bij(s)/ Ap)
38
393.2 Learning individual performance
- The agent learns how to improve its individual
performance in a multi-agent settings - Examples
- Cooperative agents - learning organizational
roles - Competitive agents - learning from market
conditions
39
403.2.1 Learning organizational roles (Nagendra,
e.a.)
- Agents learn to adopt a specific role in a
particular situation (state) in a cooperative
MAS. - Aim to increase utility of final states
- Each agent may play several roles in a situation
- The agents learn to select the most appropriate
role - Use reinforcement learning
- Utility, Probability, and Cost (UPC) estimates of
a role in a situation - Utility - the agent's estimate of a final state
worth for a specific role in a situation world
states mapped to smaller set of situations - S s0,,sf
- Urs U(sf), s0 ? ? sf
40
41- Probability - the likelihood of reaching a final
state for a specific role in a situation - Prs p(sf), s0 ? ? sf
- Cost - the computational cost of reaching a final
state for a specific role in a situation - Potential of a role - estimates the usefulness of
a role, discovering pertinent global information
and constraints (ortogonal to utilities) - Representation
- Sk - vector of situations for agent k, SK1,,SKn
- Rk - vector of roles for agent k, Rk1,,Rkm
- Sk x Rk x 4 values to describe UPC and
Potential
41
42- Functioning
- Phase I Learning
- Several learning cycles in each cycle
- each agent goes from s0 to sf and selects its
role as the one with the highest probability - Probability of selecting a role r in a situation
s - f - objective function used to rate the roles
- (e.g., f(U,P,C,Pot) UPC Pot)
- - depends on the domain
42
43- Use reinforcement learning to update UPC and the
potential of a role - For every s ? s0,,sf and chosen role r in s
- ? Ursi1 (1-?)Ursi ?Usf
- i - the learning cycle
- Usf - the utility of a final state
- 0???1 - the learning rate
- ? Prsi1 (1-?)Prsi ?O(sf)
- O(sf) 1 if sf is successful, 0 otherwise
-
43
44- ? Potrsi1 (1-?)Potrsi ?Conf(Path)
- Path s0,,sf
- Conf(Path) 0 if there are conflicts on the
Path, 1 otherwise - The update rules for cost are domain dependent
- Phase II Performing
- In a situation s the role r is chosen such that
44
453.2.2 Learning in market environments(Vidal
Durfee)
- Agents use past experience and evolved models of
other agents to better sell and buy goods - Environment a market in which agents buy and
sell information (electronic marketplace) - Open environment
- The agents are self-interested (max local
utility) - g - a set of goods
- P - set of possible prices for goods
- Qg - set of possible qualities for a good g
45
46- information has a cost for the seller and a value
for the buyer - information is sold at a certain price
- a buyer announces a good it needs
- sellers bid their prices for delivering the good
- the buyer selects from these bids and pays the
corresponding price - the buyer assesses the quality of information
after it receives it from the seller - Profit of a seller s for selling the good g at
price p - Profitsg(p) p - csg
- csg - the cost of producing the good g
by s p - the price - Value of a good g for a buyer b
- Vbg(p,q) p - price b paid for g
- q - quality of good g
- Goal seller - maximize profit in a transaction
- buyer - maximize value in a
transaction
46
47- 3 types of agents
- 0-level agents
- they set their buying and selling prices based on
their own past experience - they do not model the behavior of other agents
- 1-level agents
- model other agents based on previous interactions
- they set their buying and selling prices based on
these models and on past experience - they model the other agents as 0-level agents
- 2-level agents
- same as 1-level agents but they model the other
agents as 1-level agents
47
48- Strategy of 0-level agents
- 0-level buyer
- - learns the expected value function, fg(p), of
buying g at price p - - uses reinforcement learning
- fgi1(p) (1-?)fgi(p) ?Vbg(p,q), ?min? ? ?
1, for i0, ? 1 - - chooses the seller s for supplying a good g
- 0-level seller
- - learns the expected profit function, hg(p),if
it offers good g at price p - - uses reinforcement learning
- hgi1(p) (1-?)hgi(p) ?Profitbg(p)
- where Profitbg(p) p - csg if it
wins the auction, 0 otherwise - - chooses the price ps to sell the good g so as
to maximize profit
48
49- Strategy of 1-level agents
- 1-level buyer
- - models sellers for good g
- - does not model other buyers
- - uses a probability distribution function qsg(x)
over the qualities x of a good g - - computes expected utility, Esg, of buying good
g from seller s - - chooses the seller s for supplying a good g
that maximizes this expected utility
49
50- 1-level seller
- - models buyers for good g
- - models the other sellers s for good g
- Buyer's modeling
- - uses a probability distribution function mbg(p)
- the probability that b will choose price p for
good g - Seller's modeling
- - uses a probability distribution function
ns'g(y) - the probability that s' will bid price
y for good g - - computes the probability of bidding lower than
a given seller s' with the price p - Prob_of_bidding_lower_than_s'
- ?p'(Prob of bid of s' with p' for which s wins)
- ?p' N(g,b,ss',p,p')
- N(g,b,ss',p,p') ns'g(p') if mbg(p') ?
mbg(p) - 0 otherwise
50
51- - computes the probability of bidding lower than
all other sellers with the price p - Prob_of_bidding_lower_with_p
- ? (Prob_of_bidding_lower_than_s')
- s'?S - s
- - chooses the best price p to bid so as to
maximize profit -
51
523.3 Learning to communicate
- What to communicate (e.g., what information is of
interest to the others) - When to communicate (e.g., when try doing
something by itself or when look for help) - With which agents to communicate
- How to communicate (e.g., language, protocol,
ontology)
52
53Learning with which agents to communicate (Ohko,
e.a. )
- Learning to which agents to ask for performing a
task - Used in a contract net protocol for task
allocation to reduce communication for task
announcement - Goal acquire and refine knowledge about other
agents' task solving abilities - Case-based reasoning used for knowledge
acquisition and refinement - A case consists of
- (1) A task specification
- (2) Information about which agents solved a task
or similar tasks in the past and the quality of
the provided solution
53
54- (1) Task specification
- Ti Ai1 Vi1, , Aimi Vimi
- Aij - task attribute, Vij - value of attribute
- Similar tasks
- Sim(Ti, Tj) ?r ?s Dist(Air, Ajs)
- Air?Ti, Ajs?Tj
- Dist(Air, Ajs) Sim_Attr(Air, Ajs)
Sim_Vals(Vir, Vjs) - Set of similar tasks
- S(T) Tj Sim(T, Tj) ?0.85
54
55- (2) Which agents performed T or similar tasks in
the past - Suitability of Agent k
- Perform(Ak, Tj) - quality of solution for Tj
assured by agent Ak performing Tj in the past - The agent computes
- Suit(Ak, T), Suit(Ak, T)gt0 and selects the
agent k such that - or the first m agents with best suitability
- After each encounter, the agent stores the tasks
performed by other agents and the solution
quality - Tradeoff between exploitation and exploration
55
563.4 Layered learning
- (Stone Veloso)
- A hierarchical machine learning paradigm in MAS
- Used simulated robotic soccer RoboCup
- Learning
- Input ? Output Intractable
- Decompose the learning task L into subtasks L1,
, Ln - Characteristics of the environment
- Cooperative MAS
- Teammates and adversaries
- Hidden states agents have a partial world view
at any given moment - Agents have noisy sensory data and actuators
- Perception and action cycles are asynchronous
- Agents must make their decisions in real-time
56
57- Problem the agent receives a moving ball and
must decide what to do with it dribble, pass to
a teammate, shoot towards the goal - Decompose the problem into 3 subtasks
- Layer Behavior type Example
- L1 Individual Ball interception
- L2 Multiagent Pass evaluation
- L3 Team Pass selection
- The decomposition into subtasks enables the
learning of more complex behaviors - The hierarchical task decomposition is
constructed bottom-up, in a domain dependent
fashion - Learning methods are chosen to suit the task
- Learning in one layer feeds into the next layer
either by providing a portion of the behavior
used for training (ball interception pass
evaluation) or by creating the input
representation and pruning the action space (pass
evaluation pass selection)
57
58- L1 Ball interception
- behavior individual
- Aim
- Blocks or intercepts opponents shots or passes or
- Receive passes from teammates
- Learning method a fully connected
backpropagation NN - Repeatedly shooting the ball towards a defender
in front of a goal.The defender collects t.e. by
acting randomly and noticing when it successfully
stops the ball - Classification
- Saves successful interceptions
- Goals unsuccessful attempts
- Misses shoots that went wide of the goal
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59- L2 Pass evaluation
- behavior multiagent
- Uses its learned ball-interception skills as part
of the behavior for training MAS behavior - Aim the agent must decide
- To pass (or not) the ball to a teammate and
- If the teammate will successfully receive the
ball (based on positions abilities of the
teammate to receive or intercept a pass) - Learning method decision trees (C4.5)
- Kick the ball towards randomly placed teammates
interspread with randomly placed opponents - The intended pass recipient and the opponents all
use the learned ball-interception behavior - Classification of a potential pass to a receiver
- Success, with a c.f. ? (0,1
- Failure, with a c.f. ? -1,0)
- Miss, ( 0)
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60- L3 Pass selection
- behavior team
- Uses its learned pass-evaluation capabilities to
create the input and output set for learning pass
selection - Aim the agent has the ball and must decide
- To which teammate to pass the ball or
- Shoot on goal
- Learning method Q-learning of a function that
depends on the agents position on the field - Simulate 2 teams playing with identical behavior
others than their pass-selection policies - Reinforcement total goals scored
- Learns
- Shoot the goal
- The teammate to which to pass
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614 Conclusions
- There is no unique method or set of methods for
learning in MAS - Many approaches are based on extending ML
techniques in a MAS setting - Many approaches use reinforcement learning, but
also NN or genetic algorithms
61
62- References
- S. Sen, G. Weiss. Learning in Multiagent systems.
In Multiagent Systems - A Modern Approach to
Distributed Artificial Intelligence, G. Weiss
(Ed.), The MIT Press, 2001, p.257-298. - T. Ohko, e.a. - Addressee learning and message
interception for communication load reduction in
multiple robot environment. In Distributed
Artificial Intelligence Meets Machine Learning,
G. Weiss, Ed., Lecture Notes in Artificial
Intelligence, Vol. 1221, Springer-Verlag, 1997,
p.242-258. - M.V. Nagendra, e.a. Learning organizational roles
in a heterogeneous multi-agent systems. In Proc.
of the Second International Conference on
Multiagent Systems, AAAI Press, 1996, p.291-298. - J.M. Vidal, E.H. Durfee. The impact of nested
agent models in an information economy. In Proc.
of the Second International Conference on
Multiagent Systems, AAAI Press, 1996, p.377-384. - P. Stone, M. Veloso. Layered Learning, Eleventh
European Conference on Machine Learning,
ECML-2000.
62
63- Web References
- An interesting set of training examples and the
connection between decision trees and rules. - http//www.dcs.napier.ac.uk/peter/vldb/dm/node11.
html - Decision trees construction
- http//www.cs.uregina.ca/hamilton/courses/831/not
es/ml/dtrees/4_dtrees2.html - Building Classification Models ID3 and C4.5
- http//yoda.cis.temple.edu8080/UGAIWWW/lectures/C
45/ - n      Introduction to Reinforcement Learning
- http//www.cs.indiana.edu/gasser/Salsa/rl.html
-  n      On-line book on Reinforcement Learning
- http//www-anw.cs.umass.edu/rich/book/the-book.ht
ml
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