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Reinforcement Learning for the Soccer Dribbling Task

Reinforcement Learning for the Soccer Dribbling Task. Arthur Carvalho Renato Oliveira. Introduction. RoboCup soccer simulation Scoring “A Data Mining Approach to Solve the Goal Scoring Problem” Passing “A New Passing Strategy Based on Q-Learning Algorithm in  RoboCup ” Dribbling ?.

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Reinforcement Learning for the Soccer Dribbling Task

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  1. Reinforcement Learning for the Soccer Dribbling Task Arthur Carvalho Renato Oliveira

  2. Introduction • RoboCup soccer simulation • Scoring • “A Data Mining Approach to Solve the Goal Scoring Problem” • Passing • “A New Passing Strategy Based on Q-Learning Algorithm in RoboCup” • Dribbling • ?

  3. Soccer Dribbling Task

  4. Outline • The soccer dribbling task as a RL problem • RL solution • Experiments • Conclusion

  5. The Soccer Dribbling Task as a RL Problem • Coach • Setting positions • Dribbler is placed in the center-left region together with the ball • Adversary is placed in a random position • Manage the play • Adversary wins when he gains possession or when the ball goes out of the field • Dribbler wins when he crosses the field with the ball

  6. The Soccer Dribbling Task as a RL Problem • When an episode ends, the coach starts a new one • RoboCup soccer simulator operates in discrete time steps • Episodic reinforcement-learning framework

  7. The Soccer Dribbling Task as a RL Problem • Actions • HoldBall() • Dribble(α, k) • Dribble(30, 5), Dribble(330, 5), Dribble(0, 5), Dribble(0, 10) • The dribbler can kick the ball forward (strongly and weakly), diagonally upward, and diagonally downward.

  8. The Soccer Dribbling Task as a RL Problem

  9. Outline • The soccer dribbling task as a RL problem • RL solution • Experiments • Conclusion

  10. RL Solution • Sarsa + CMAC • Sarsa estimates the action-value function for the current policy and for all state-action pairs

  11. RL Solution • CMAC • Partitioning the state space into several receptive fields (hyper-rectangles) • Each one is associated with a weight • Multiple partitions of the state space (layers) are usually used • The CMAC’s response to a given input is equal to the sum of the weights of the excited receptive fields

  12. RL Solution

  13. Outline • The soccer dribbling task as a RL problem • RL solution • Experiments • Conclusion

  14. Experiments • RoboCup soccer simulator • Version 14.0.3, protocol 9.3 • 20m x 20m region • -greedy policy • = 0.01 • Parameters • Learning rate: • Discount rate:

  15. Experiments • Adversary • Fixed policy • It computes a near-optimal interception point (UvATrilearn 2003 team) • Two phases • Training • Testing

  16. Experiments • Training Phase: 5 independent runs, each one lasting 50,000 episodes 53%

  17. Experiments • Qualitatively • Rule #1

  18. Experiments • Qualitatively • Rule #2

  19. Experiments • Testing: • 10,000 episodes • Weights with the highest success rate • The weights were not updated • , i.e., the dribbler always selected the action with the highest estimated value • The dribbler won 5,795 episodes (58%)

  20. Outline • The soccer dribbling task as a RL problem • RL solution • Experiments • Conclusion

  21. Conclusion • Dribble • Soccer dribbling task • Reinforcement learning solution • Benchmark • Start point for dribbling tasks in other sports games • E.g., hockey, basketball, and football

  22. Thank you! Source code available at: http://sites.google.com/site/soccerdribbling Arthur Carvalho Renato Oliveira a3carval@cs.uwaterloo.ca rmo@cin.ufpe.br

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