• 제목/요약/키워드: Q-Learning

검색결과 432건 처리시간 0.034초

Real-Time Path Planning for Mobile Robots Using Q-Learning (Q-learning을 이용한 이동 로봇의 실시간 경로 계획)

  • Kim, Ho-Won;Lee, Won-Chang
    • Journal of IKEEE
    • /
    • 제24권4호
    • /
    • pp.991-997
    • /
    • 2020
  • Reinforcement learning has been applied mainly in sequential decision-making problems. Especially in recent years, reinforcement learning combined with neural networks has brought successful results in previously unsolved fields. However, reinforcement learning using deep neural networks has the disadvantage that it is too complex for immediate use in the field. In this paper, we implemented path planning algorithm for mobile robots using Q-learning, one of the easy-to-learn reinforcement learning algorithms. We used real-time Q-learning to update the Q-table in real-time since the Q-learning method of generating Q-tables in advance has obvious limitations. By adjusting the exploration strategy, we were able to obtain the learning speed required for real-time Q-learning. Finally, we compared the performance of real-time Q-learning and DQN.

A Function Approximation Method for Q-learning of Reinforcement Learning (강화학습의 Q-learning을 위한 함수근사 방법)

  • 이영아;정태충
    • Journal of KIISE:Software and Applications
    • /
    • 제31권11호
    • /
    • pp.1431-1438
    • /
    • 2004
  • Reinforcement learning learns policies for accomplishing a task's goal by experience through interaction between agent and environment. Q-learning, basis algorithm of reinforcement learning, has the problem of curse of dimensionality and slow learning speed in the incipient stage of learning. In order to solve the problems of Q-learning, new function approximation methods suitable for reinforcement learning should be studied. In this paper, to improve these problems, we suggest Fuzzy Q-Map algorithm that is based on online fuzzy clustering. Fuzzy Q-Map is a function approximation method suitable to reinforcement learning that can do on-line teaming and express uncertainty of environment. We made an experiment on the mountain car problem with fuzzy Q-Map, and its results show that learning speed is accelerated in the incipient stage of learning.

Reinforcement learning Speedup method using Q-value Initialization (Q-value Initialization을 이용한 Reinforcement Learning Speedup Method)

  • 최정환
    • Proceedings of the IEEK Conference
    • /
    • 대한전자공학회 2001년도 하계종합학술대회 논문집(3)
    • /
    • pp.13-16
    • /
    • 2001
  • In reinforcement teaming, Q-learning converges quite slowly to a good policy. Its because searching for the goal state takes very long time in a large stochastic domain. So I propose the speedup method using the Q-value initialization for model-free reinforcement learning. In the speedup method, it learns a naive model of a domain and makes boundaries around the goal state. By using these boundaries, it assigns the initial Q-values to the state-action pairs and does Q-learning with the initial Q-values. The initial Q-values guide the agent to the goal state in the early states of learning, so that Q-teaming updates Q-values efficiently. Therefore it saves exploration time to search for the goal state and has better performance than Q-learning. 1 present Speedup Q-learning algorithm to implement the speedup method. This algorithm is evaluated. in a grid-world domain and compared to Q-teaming.

  • PDF

Q-Learning Policy and Reward Design for Efficient Path Selection (효율적인 경로 선택을 위한 Q-Learning 정책 및 보상 설계)

  • Yong, Sung-Jung;Park, Hyo-Gyeong;You, Yeon-Hwi;Moon, Il-Young
    • Journal of Advanced Navigation Technology
    • /
    • 제26권2호
    • /
    • pp.72-77
    • /
    • 2022
  • Among the techniques of reinforcement learning, Q-Learning means learning optimal policies by learning Q functions that perform actionsin a given state and predict future efficient expectations. Q-Learning is widely used as a basic algorithm for reinforcement learning. In this paper, we studied the effectiveness of selecting and learning efficient paths by designing policies and rewards based on Q-Learning. In addition, the results of the existing algorithm and punishment compensation policy and the proposed punishment reinforcement policy were compared by applying the same number of times of learning to the 8x8 grid environment of the Frozen Lake game. Through this comparison, it was analyzed that the Q-Learning punishment reinforcement policy proposed in this paper can significantly increase the learning speed compared to the application of conventional algorithms.

A Performance Improvement Technique for Nash Q-learning using Macro-Actions (매크로 행동을 이용한 내시 Q-학습의 성능 향상 기법)

  • Sung, Yun-Sik;Cho, Kyun-Geun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
    • /
    • 제11권3호
    • /
    • pp.353-363
    • /
    • 2008
  • A multi-agent system has a longer learning period and larger state-spaces than a sin91e agent system. In this paper, we suggest a new method to reduce the learning time of Nash Q-learning in a multi-agent environment. We apply Macro-actions to Nash Q-learning to improve the teaming speed. In the Nash Q-teaming scheme, when agents select actions, rewards are accumulated like Macro-actions. In the experiments, we compare Nash Q-learning using Macro-actions with general Nash Q-learning. First, we observed how many times the agents achieve their goals. The results of this experiment show that agents using Nash Q-learning and 4 Macro-actions have 9.46% better performance than Nash Q-learning using only 4 primitive actions. Second, when agents use Macro-actions, Q-values are accumulated 2.6 times more. Finally, agents using Macro-actions select less actions about 44%. As a result, agents select fewer actions and Macro-actions improve the Q-value's update. It the agents' learning speeds improve.

  • PDF

Multi Behavior Learning of Lamp Robot based on Q-learning (강화학습 Q-learning 기반 복수 행위 학습 램프 로봇)

  • Kwon, Ki-Hyeon;Lee, Hyung-Bong
    • Journal of Digital Contents Society
    • /
    • 제19권1호
    • /
    • pp.35-41
    • /
    • 2018
  • The Q-learning algorithm based on reinforcement learning is useful for learning the goal for one behavior at a time, using a combination of discrete states and actions. In order to learn multiple actions, applying a behavior-based architecture and using an appropriate behavior adjustment method can make a robot perform fast and reliable actions. Q-learning is a popular reinforcement learning method, and is used much for robot learning for its characteristics which are simple, convergent and little affected by the training environment (off-policy). In this paper, Q-learning algorithm is applied to a lamp robot to learn multiple behaviors (human recognition, desk object recognition). As the learning rate of Q-learning may affect the performance of the robot at the learning stage of multiple behaviors, we present the optimal multiple behaviors learning model by changing learning rate.

Q-Learning Policy Design to Speed Up Agent Training (에이전트 학습 속도 향상을 위한 Q-Learning 정책 설계)

  • Yong, Sung-jung;Park, Hyo-gyeong;You, Yeon-hwi;Moon, Il-young
    • Journal of Practical Engineering Education
    • /
    • 제14권1호
    • /
    • pp.219-224
    • /
    • 2022
  • Q-Learning is a technique widely used as a basic algorithm for reinforcement learning. Q-Learning trains the agent in the direction of maximizing the reward through the greedy action that selects the largest value among the rewards of the actions that can be taken in the current state. In this paper, we studied a policy that can speed up agent training using Q-Learning in Frozen Lake 8×8 grid environment. In addition, the training results of the existing algorithm of Q-learning and the algorithm that gave the attribute 'direction' to agent movement were compared. As a result, it was analyzed that the Q-Learning policy proposed in this paper can significantly increase both the accuracy and training speed compared to the general algorithm.

Applying CEE (CrossEntropyError) to improve performance of Q-Learning algorithm (Q-learning 알고리즘이 성능 향상을 위한 CEE(CrossEntropyError)적용)

  • Kang, Hyun-Gu;Seo, Dong-Sung;Lee, Byeong-seok;Kang, Min-Soo
    • Korean Journal of Artificial Intelligence
    • /
    • 제5권1호
    • /
    • pp.1-9
    • /
    • 2017
  • Recently, the Q-Learning algorithm, which is one kind of reinforcement learning, is mainly used to implement artificial intelligence system in combination with deep learning. Many research is going on to improve the performance of Q-Learning. Therefore, purpose of theory try to improve the performance of Q-Learning algorithm. This Theory apply Cross Entropy Error to the loss function of Q-Learning algorithm. Since the mean squared error used in Q-Learning is difficult to measure the exact error rate, the Cross Entropy Error, known to be highly accurate, is applied to the loss function. Experimental results show that the success rate of the Mean Squared Error used in the existing reinforcement learning was about 12% and the Cross Entropy Error used in the deep learning was about 36%. The success rate was shown.

Solving Continuous Action/State Problem in Q-Learning Using Extended Rule Based Fuzzy Inference System

  • Kim, Min-Soeng;Lee, Ju-Jang
    • Transactions on Control, Automation and Systems Engineering
    • /
    • 제3권3호
    • /
    • pp.170-175
    • /
    • 2001
  • Q-learning is a kind of reinforcement learning where the agent solves the given task based on rewards received from the environment. Most research done in the field of Q-learning has focused on discrete domains, although the environment with which the agent must interact is generally continuous. Thus we need to devise some methods that enable Q-learning to be applicable to the continuous problem domain. In this paper, an extended fuzzy rule is proposed so that it can incorporate Q-learning. The interpolation technique, which is widely used in memory-based learning, is adopted to represent the appropriate Q value for current state and action pair in each extended fuzzy rule. The resulting structure based on the fuzzy inference system has the capability of solving the continuous state about the environment. The effectiveness of the proposed structure is shown through simulation on the cart-pole system.

  • PDF

Function Approximation for accelerating learning speed in Reinforcement Learning (강화학습의 학습 가속을 위한 함수 근사 방법)

  • Lee, Young-Ah;Chung, Tae-Choong
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • 제13권6호
    • /
    • pp.635-642
    • /
    • 2003
  • Reinforcement learning got successful results in a lot of applications such as control and scheduling. Various function approximation methods have been studied in order to improve the learning speed and to solve the shortage of storage in the standard reinforcement learning algorithm of Q-Learning. Most function approximation methods remove some special quality of reinforcement learning and need prior knowledge and preprocessing. Fuzzy Q-Learning needs preprocessing to define fuzzy variables and Local Weighted Regression uses training examples. In this paper, we propose a function approximation method, Fuzzy Q-Map that is based on on-line fuzzy clustering. Fuzzy Q-Map classifies a query state and predicts a suitable action according to the membership degree. We applied the Fuzzy Q-Map, CMAC and LWR to the mountain car problem. Fuzzy Q-Map reached the optimal prediction rate faster than CMAC and the lower prediction rate was seen than LWR that uses training example.