Refine
Year of publication
- 2023 (4) (remove)
Document Type
- Conference Proceeding (4) (remove)
Conference Type
- Konferenz-Abstract (2)
- Konferenzartikel (1)
- Sonstiges (1)
Language
- English (4)
Has Fulltext
- no (4)
Is part of the Bibliography
- yes (4)
Keywords
- RoboCup (3)
- curriculum learning (1)
- deep reinforcement learning (1)
Institute
Open Access
- Bronze (3)
- Open Access (3)
- Closed (1)
In many application areas, Deep Reinforcement Learning (DRL) has led to breakthroughs. In Curriculum Learning, the Machine Learning algorithm is not randomly presented with examples, but in a meaningful order of increasing difficulty. This has been used in many application areas to further improve the results of learning systems or to reduce their learning time. Such approaches range from learning plans created manually by domain experts to those created automatically. The automated creation of learning plans is one of the biggest challenges.In this work, we investigate an approach in which a trainer learns in parallel and analogously to the student to automatically create a learning plan for the student during this Double Deep Reinforcement Learning (DDRL). Three Reward functions, Friendly, Adversarial, and Dynamic based on the learner’s reward are compared. The domain for evaluation is kicking with variable distance, direction and relative ball position in the SimSpark simulated soccer environment.As a result, Statistic Curriculum Learning (SCL) performs better than a random curriculum with respect to training time and result quality. DDRL reaches a comparable quality as the baseline and outperforms it significantly in shorter trainings in the distance-direction subdomain reducing the number of required training cycles by almost 50%.
Sweaty has already participated several times in RoboCup soccer competitions (Adult Size). Now the work is focused coordinating the play of two robots. Moreover, we are working on stabilizing the gait by adding additional sensor information. An ongoing work is the optimization of the control strategy by balancing between impedance and position control. By minimizing the jerk, gait and overall gameplay should improve significantly.
Team description papers of magmaOffenburg are incremental in the sense that each year we address a different topic of our team and the tools around our team. In this year’s team description paper we focus on the architecture of the software. It is a main factor for being able to keep the code maintainable even after 15 years of development. We also describe how we make sure that the code follows this architecture.