Reinforcement Learning for the Soccer Dribbling Task Arthur Carvalho Renato Oliveira.

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Reinforcement Learning for the Soccer Dribbling Task Arthur Carvalho Renato Oliveira

Transcript of Reinforcement Learning for the Soccer Dribbling Task Arthur Carvalho Renato Oliveira.

  • Slide 1
  • Reinforcement Learning for the Soccer Dribbling Task Arthur Carvalho Renato Oliveira
  • Slide 2
  • Introduction RoboCup soccer simulation Scoring A Data Mining Approach to Solve the Goal Scoring Problem Passing A New Passing Strategy Based on Q-Learning Algorithm in RoboCup Dribbling ?
  • Slide 3
  • Soccer Dribbling Task
  • Slide 4
  • Outline The soccer dribbling task as a RL problem RL solution Experiments Conclusion
  • Slide 5
  • The Soccer Dribbling Task as a RL Problem Coach Setting positions Dribbler is placed in the center-left region together with the ball Adversary is placed in a random position Manage the play Adversary wins when he gains possession or when the ball goes out of the field Dribbler wins when he crosses the field with the ball
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  • The Soccer Dribbling Task as a RL Problem When an episode ends, the coach starts a new one RoboCup soccer simulator operates in discrete time steps Episodic reinforcement-learning framework
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  • The Soccer Dribbling Task as a RL Problem Actions HoldBall() Dribble(, k) Dribble(30, 5), Dribble(330, 5), Dribble(0, 5), Dribble(0, 10) The dribbler can kick the ball forward (strongly and weakly), diagonally upward, and diagonally downward.
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  • The Soccer Dribbling Task as a RL Problem State VariableMeaning posY (dribbler) Vertical position of the dribbler ang(dribbler)Global angle of the dribbler ang(dribbler; adversary) The relative angle between the dribbler and the adversary ang(ball; adversary) The relative angle between the ball and the adversary dist(ball; adversary) Distance between the ball and the adversary
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  • Outline The soccer dribbling task as a RL problem RL solution Experiments Conclusion
  • Slide 10
  • RL Solution
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  • CMAC Partitioning the state space into several receptive fields (hyper-rectangles) Each one is associated with a weight Multiple partitions of the state space (layers) are usually used The CMACs response to a given input is equal to the sum of the weights of the excited receptive fields
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  • RL Solution
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  • Outline The soccer dribbling task as a RL problem RL solution Experiments Conclusion
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  • Experiments
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  • Adversary Fixed policy It computes a near-optimal interception point (UvA Trilearn 2003 team) Two phases Training Testing
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  • Experiments Training Phase: 5 independent runs, each one lasting 50,000 episodes 53%
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  • Experiments Qualitatively Rule #1
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  • Experiments Qualitatively Rule #2
  • Slide 19
  • Experiments
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  • Outline The soccer dribbling task as a RL problem RL solution Experiments Conclusion
  • Slide 21
  • Dribble Soccer dribbling task Reinforcement learning solution Benchmark Start point for dribbling tasks in other sports games E.g., hockey, basketball, and football
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  • Thank you! Source code available at: http://sites.google.com/site/soccerdribbling Arthur Carvalho Renato Oliveira [email protected] [email protected]