Upper Confident Bound Fuzzy Q-learning and Its Application to a Video Game

被引:0
|
作者
Morita, Takahiro [1 ]
Hosobe, Hiroshi [2 ]
机构
[1] Hosei Univ, Grad Sch Comp & Informat Sci, Tokyo, Japan
[2] Hosei Univ, Fac Comp & Informat Sci, Tokyo, Japan
关键词
Machine Learning; Fuzzy Q-learning; UCB Algorithm; Video Game;
D O I
10.5220/0010835700003116
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
This paper proposes upper confident bound (UCB) fuzzy Q-learning by combining fuzzy Q-learning and the UCBQ algorithm and applies it to a video game. The UCBQ algorithm improved the action selection method called the UCB algorithm by applying it to Q-learning. The UCB algorithm selects the action with the highest UCB value instead of a value estimate. Since the UCB algorithm is based on the premise that any unselected actions are selected and value estimates are obtained, the number of unselected actions becomes small, and it is able to prevent local optimal solutions. The proposed method aims to promote the efficiency of learning by reducing unselected actions and preventing the Q value from becoming a local optimal solution in fuzzy Q-learning. This paper applies the proposed method to a video game called Ms. PacMan and presents the result of an experiment on finding optimum values in the method. Its evaluation is conducted by comparing the game scores with the scores obtained by a previous fuzzy Q-learning method. The result shows that the proposed method significantly reduced unselected actions.
引用
收藏
页码:454 / 461
页数:8
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