Learning fuzzy classifier systems for multi-agent coordination

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Abstract

We present ELF, a learning fuzzy classifier system (LFCS), and its application to the field of Learning Autonomous Agents. In particular, we will show how this kind of Reinforcement Learning systems can be successfully applied to learn both behaviors and their coordination for Autonomous Agents. We will discuss the importance of knowledge representation approach based on fuzzy sets to reduce the search space without losing the required precision. Moreover, we will show how we have applied ELF to learn the distributed coordination among agents which can exchange information with each other. The experimental validation has been done on software agents interacting in a real-time task.

Introduction

In the last decade, we have worked on the definition of learning classifier systems (LCS) [1], [2], [3] whose rules (or classifiers) are implemented as fuzzy rules (learning fuzzy classifier systems (LFCS)) [4], [5], [6]. This makes it possible to match real-valued input preserving most of its informative content, whereas traditional LCS lose part of this information, since their classifiers match real-valued input with rules whose antecedent is composed of interval-valued variables. Moreover, at each activation cycle, an LFCS composes the output of different fuzzy rules to obtain a real-valued output, while in traditional LCS, a single rule is selected, proposing an output from a small set of different values. In Section 2 we briefly introduce the context where evolutionary learning of fuzzy rules (ELF) was developed, then describing the principles on which it is based. In other papers we have discussed the application of ELF to real and simulated robotics agents [7], [8], [9], and some of the various methodological aspects related to a whole class of LFCS [6], [10]. Here, we focus on a challenging task, such as simulated robotics soccer, in the distributed Robocup environment [11], which can be summarized as follows. We have a set of autonomous agents, i.e., entities governed by software programs, able to perform a task autonomously in an environment perceived by a set of sensors. Behaviors shown by each agent are obtained by the interaction of relatively simple and independent behavior modules [12]. One of the problems of this behavior-based approach is the composition of concurrent behaviors, which is usually designed by hand. Elsewhere we have shown as ELF can learn single behavior modules [7], and the selection/composition of behavior modules [8], [9]. In Section 3, we propose another, more complete, solution to this problem, which also takes into account the role of interaction with other agents in the optimization of the behavior blend.

An agent may have to interact with other agents to perform its task. An important aspect of its global behavior concerns the modality of this interaction, and this is also an issue so complex that learning may play a key role in facing it. In this paper we will show how ELF can be applied in a simulated robotics soccer context, where agents can communicate to improve their limited perception of an environment where they have to interact with agents which may contrast them. This happens in a real-time, dynamic environment (provided by Robocup [11]), with hard technological constraints, which will be described in Section 3. In Section 4, we present experimental results showing the effectiveness of ELF in learning a distributed policy for the interacting agents.

Section snippets

ELF: a learning fuzzy classifier system

Since the beginning of the last decade, genetic algorithms have been proposed to learn fuzzy rule bases [13], [14]. Most of the different approaches (for a review, see [4]) can be classified in two main categories, corresponding to those introduced for crisp LCS. In the Pittsburgh approach [15] a chromosome (i.e., an element of the population of solutions optimized by the genetic algorithm) represents a whole rule base [16], [17]. In this case, the rule base is globally optimized, but each

The application

The application we have developed belongs to the field of robotics soccer; in particular, we have chosen the RoboCup Simulation League [11] as a testbench, because it offers an interesting and difficult problem and makes it possible to share knowledge among teams and to compare results, due to its diffusion in the academic world [21], [22], [23]. The nature of the RoboCup Simulation League environment brings many constraints that an agent must satisfy to optimize its performance. First of all,

Experimental results

All the experiments that we are presenting are structured as follows: each learning session lasts 10,000 action cycles; it is framed in trials that terminate when either a final state is reached or after a maximum number of action cycles, usually fixed at 100. The reinforcement program is the only part of the learning system that is different from experiment to experiment; we describe the reinforcement program using the following notation: IPE represents the individual progress estimator, GPE

Conclusions

We have presented in this paper ELF, a Fuzzy Learning Classifier System which can be successfully applied to many learning tasks. Here we have discussed the issues related to co-evolutionary learning, where different agents should learn a cooperative task in an environment with strong real-time constraints where other agents are contrasting them in the achievement of their goals. To face this problem we have addressed the need for an appropriate knowledge model, aimed at reducing the search

Acknowledgements

This research is partially supported by the Politecnico di Milano Research Grant “Development of autonomous agents through machine learning”, and partially by the project “CERTAMEN” co-funded by the Italian Ministry of University and Scientific and Technological Research. We have to thank some former students who have dedicated a significant part of their lives to work on this topic, and in particular: F. Giorlandino, A.M. Carpani, G. Calegari.

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