Abstract
We propose a method to generate agent controllers, represented
as state machines, to act in partially observable environments.
Such controllers are used to constrain the search
space, applying techniques from Hierarchical Reinforcement
Learning. We define a multi-step process, in which a simulator
is employed to generate possible traces of execution.
Those traces are then utilized to induce a non-deterministic
state machine, that represents all reasonable behaviors, given
the approximate models and planners used in simulation.
The state machine will have multiple possible choices in
some of its states. Those states are choice points, and we
defer the learning of those choices to the deployment of the
agent in the actual environment. The controller obtained
can therefore adapt to the actual environment, limiting the
search space in a sensible way.
| Original language | English |
|---|---|
| Title of host publication | Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems-Volume 3 |
| Publisher | International Foundation for Autonomous Agents and Multiagent Systems |
| Pages | 1203-1204 |
| Number of pages | 2 |
| Publication status | Published - 2012 |
Fingerprint
Dive into the research topics of 'Induction and learning of finite-state controllers from simulation'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver