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dc.contributor.advisorIoerger, Thomas
dc.creatorPalmer, Victor
dc.date.accessioned2010-01-15T00:15:56Z
dc.date.accessioned2010-01-16T02:20:56Z
dc.date.available2010-01-15T00:15:56Z
dc.date.available2010-01-16T02:20:56Z
dc.date.created2007-08
dc.date.issued2009-06-02
dc.identifier.urihttps://hdl.handle.net/1969.1/ETD-TAMU-1908
dc.description.abstractReinforcement learning is a machine learning technique designed to mimic the way animals learn by receiving rewards and punishment. It is designed to train intelligent agents when very little is known about the agent’s environment, and consequently the agent’s designer is unable to hand-craft an appropriate policy. Using reinforcement learning, the agent’s designer can merely give reward to the agent when it does something right, and the algorithm will craft an appropriate policy automatically. In many situations it is desirable to use this technique to train systems of agents (for example, to train robots to play RoboCup soccer in a coordinated fashion). Unfortunately, several significant computational issues occur when using this technique to train systems of agents. This dissertation introduces a suite of techniques that overcome many of these difficulties in various common situations. First, we show how multi-agent reinforcement learning can be made more tractable by forming coalitions out of the agents, and training each coalition separately. Coalitions are formed by using information-theoretic techniques, and we find that by using a coalition-based approach, the computational complexity of reinforcement-learning can be made linear in the total system agent count. Next we look at ways to integrate domain knowledge into the reinforcement learning process, and how this can signifi-cantly improve the policy quality in multi-agent situations. Specifically, we find that integrating domain knowledge into a reinforcement learning process can overcome training data deficiencies and allow the learner to converge to acceptable solutions when lack of training data would have prevented such convergence without domain knowledge. We then show how to train policies over continuous action spaces, which can reduce problem complexity for domains that require continuous action spaces (analog controllers) by eliminating the need to finely discretize the action space. Finally, we look at ways to perform reinforcement learning on modern GPUs and show how by doing this we can tackle significantly larger problems. We find that by offloading some of the RL computation to the GPU, we can achieve almost a 4.5 speedup factor in the total training process.en
dc.format.mediumelectronicen
dc.format.mimetypeapplication/pdf
dc.language.isoen_US
dc.subjectreinforcement learningen
dc.subjectmulti-agent systemsen
dc.subjectagentsen
dc.subjectGPUen
dc.titleScaling reinforcement learning to the unconstrained multi-agent domainen
dc.typeBooken
dc.typeThesisen
thesis.degree.departmentComputer Scienceen
thesis.degree.disciplineComputer Scienceen
thesis.degree.grantorTexas A&M Universityen
thesis.degree.nameDoctor of Philosophyen
thesis.degree.levelDoctoralen
dc.contributor.committeeMemberGrosskopf, Brit
dc.contributor.committeeMemberKeyser, John
dc.contributor.committeeMemberSarin, Vivek
dc.type.genreElectronic Dissertationen
dc.type.materialtexten
dc.format.digitalOriginborn digitalen


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