Learn to Behave! Rapid Training of Behavior Automata

نویسندگان

  • Sean Luke
  • Vittorio Amos Ziparo
چکیده

Programming robot or virtual agent behaviors can be a challenging task, and makes attractive the prospect of automatically learning the behaviors from the actions of a human demonstrator. However, learning complex behaviors rapidly from a demonstrator may be difficult if they demand a large number of training samples. We describe an architecture for rapid learning of recurrent behaviors from demonstration. The architecture is based on deterministic hierarchical finitestate automata (HFAs) with classification algorithms taking the place of the state transition function. This architecture allows for task decomposition, statefulness, parameterized features and behaviors, per-behavior feature set customization, and storage of learned behaviors in libraries to be used later on as elements in more complex behaviors. We describe the system, then illustrate its application in a simple, but nontrivial, foraging task involving multiple behaviors.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

BL-general fuzzy automata and minimal realization: Based on the associated categories

The present paper is an attempt to study the minimal BL-general fuzzy automata which realizes the given fuzzy behavior. Of two methods applied for construction of such automaton presented here, one has been based on Myhill-Nerode's theory while the other has been based on derivatives of the given fuzzy behavior. Meanwhile, the categories of BL-general fuzzy automata and fuzzy behavior, along wi...

متن کامل

Intelligent Automated Agents for Flight Training Simulators

Training in ight simulators will be more eeective if the agents involved in the simulation behave realistically. Accomplishing this requires that the automated agents be under autonomous, intelligent control. We are using the Soar cognitive architecture to implement intelligent agents that behave as much like humans as possible. In order to approximate human behavior, the agents must integrate ...

متن کامل

Guidelines for Developing Explainable Cognitive Models1

Cognitive models can be used to generate the behavior of virtual players in simulation-based training systems. To learn from such training, the virtual players must display realistic human behavior, and trainees need to understand why the other players behave the way they do. This understanding can be achieved by explaining the underlying reasons for the virtual players’ behavior. In this paper...

متن کامل

Modelling of Deterministic, Fuzzy and Probablistic Dynamical Systems

Recurrent neural networks and hidden Markov models have been the popular tools for sequence recognition problems such as automatic speech recognition. This work investigates the combination of recurrent neural networks and hidden Markov models into the hybrid architecture. This combination is feasible due to the similarity of the architectural dynamics of the two systems. Initial experiments we...

متن کامل

Multidimensional fuzzy finite tree automata

This paper introduces the notion of multidimensional fuzzy finite tree automata (MFFTA) and investigates its closure properties from the area of automata and language theory. MFFTA are a superclass of fuzzy tree automata whose behavior is generalized to adapt to multidimensional fuzzy sets. An MFFTA recognizes a multidimensional fuzzy tree language which is a regular tree language so that for e...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2010