GA-based Action Learning
Satoshi Yonemoto
Graduate School of Information Science, Kyushu Sangyo University, Fukuoka, Japan
Keywords: Genetic Algorithm, Action Learning and Action Series Learning.
Abstract: This paper describes a GA-based action learning framework. First, we propose a GA-based method for
action learning. In this work, GA is used to learn perception-action rules that cannot be represented as genes
directly. The chromosome with the best fitness (elitist) acquires the perception-action rules through the
learning process. And then, we extend the method to action series learning. In the extended method, action
series can be treated as one of perception-action rules. We present the experimental results of three
controllers (simple game AI testbed) using the GA-based action learning framework.
1 INTRODUCTION
This paper describes a GA-based action learning
framework. First, we propose a GA-based method
for action learning. And then, we extend the method
to action series learning. This work focuses on the
following problem: Action learning method is
certainly suitable for estimating reactive actions.
Obstacle avoidance is one of such reactive actions.
In this case, the preceding action occurs just as the
direct result of 'avoidance'. However, just a
perception-action rule does not always solve more
complicated tasks. In general, a task (for one agent)
should be completed by performing the combination
of action series. For solving this problem, we
propose a new method that can include action series
under the same GA-based learning framework.
Action learning framework is often used in
artificial intelligence for games (called Game AI)
(Togelius, 2010) (Shaker, 2011) (Yannakakis, 2012),
and in autonomous robot simulations (Gu, 2003)
(Brooks, 2014) (Siegwart, 2011). Recently, human-
like character (avatar) in computer games can be
controlled by various AI engines. Autonomoous car
is also controlled by AI engine, using the same
learning framework. The above mentioned, complex
action is not performed by just one action associated
with a perception data. For example, human-like
character performs manipulation tasks in virtual
environment, their action rules are often hand-coded
(Kuffner, 1998), and it is difficult to learn such action
series by perceiving real human activities.
Therefore, we tackle to develop a new method to
acquire action series from the percaptual data. GA-
based learning is one way to acquire action rules in
non-parametric manner. In the other learning
approach, a convolutional neural network is often
used (Mnih, Volodymyr, et al., 2015). In the GA based
learning, the model is perception-action rules (i.e.,
table), learned with the evolution process. GA based
learning has the following merits. Action rule for
each perception is not formed as a block box.
Therefore, large and sparse table can be slimmed
after the learning process.
2 GA-BASED LEARNING
2.1 Genetic Algorithm
Genetic Algorithm (GA) is an optimization
technique that globally estimates model parameters.
GA is one of stochastic search methods which have
been applied with success to many types of complex
problems such as image analysis and control
problems. In general, genetic algorithm is performed
the following steps:
1. Generate an initial population (N individuals) by
randomly choosing.
2. Calculate the fitness of the population as an
evaluation process.
3. Select a subset of population under pre-defined
selection criteria.
4. Recombine the selected population as a new
population (genetic operation such as mutation and
crossover).
Yonemoto, S..
GA-based Action Learning.
In Proceedings of the 7th International Joint Conference on Computational Intelligence (IJCCI 2015) - Volume 1: ECTA, pages 293-298
ISBN: 978-989-758-157-1
Copyright
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2015 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
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