TY - JOUR
T1 - Controlling an autonomous agent for exploring unknown environments using switching prelearned modules
AU - Hata, Takahito
AU - Suganuma, Masanori
AU - Nagao, Tomoharu
N1 - Publisher Copyright:
© 2018 The Institute of Electrical Engineers of Japan.
PY - 2018
Y1 - 2018
N2 - In this paper, we try to acquire various behavior patterns of autonomous exploration agent using several learning environments. In case of previous learning methods using a single behavior rule set, it is hard to acquire the behavior that covers all learning environments. In our method, we divide learning environments into some primitive environments whose properties differ each other, and then generate modules that are specialized for each primitive environment. To optimize behavior rules of agents, we adopt Graph Structured Program Evolution (GRAPE) which can automatically generates graph structured programs. In unknown environments, each module is switched by a program named "switcher". The switcher selects the module that acts better in a neighboring environment. Through several experiments, our method achieved higher exploration rate in unknown environments compared to simple GRAPE, random search, and the method that switches modules randomly.
AB - In this paper, we try to acquire various behavior patterns of autonomous exploration agent using several learning environments. In case of previous learning methods using a single behavior rule set, it is hard to acquire the behavior that covers all learning environments. In our method, we divide learning environments into some primitive environments whose properties differ each other, and then generate modules that are specialized for each primitive environment. To optimize behavior rules of agents, we adopt Graph Structured Program Evolution (GRAPE) which can automatically generates graph structured programs. In unknown environments, each module is switched by a program named "switcher". The switcher selects the module that acts better in a neighboring environment. Through several experiments, our method achieved higher exploration rate in unknown environments compared to simple GRAPE, random search, and the method that switches modules randomly.
KW - Automatic programming
KW - Autonomous agent
KW - Generalization
KW - Genetic programming
KW - Modulalization
UR - http://www.scopus.com/inward/record.url?scp=85041410837&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85041410837&partnerID=8YFLogxK
U2 - 10.1541/ieejeiss.138.157
DO - 10.1541/ieejeiss.138.157
M3 - Article
AN - SCOPUS:85041410837
SN - 0385-4221
VL - 138
SP - 157
EP - 164
JO - IEEJ Transactions on Electronics, Information and Systems
JF - IEEJ Transactions on Electronics, Information and Systems
IS - 2
ER -