Scaling Reinforcement Learning toward RoboCup Soccer
By Peter Stone, Richard S. Sutton. 2001
218 citations recorded by the source corpus.
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- Sergey Levine
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Citations in the corpus
- Benchmarks for Deep Off-Policy Evaluation (2021, background): “Outside of OPE, standardized benchmark suites have led to considerable standardization and progress in RL (Stone & Sutton, 2001; Dutech et al., 2005; Riedmiller et al., 2007).”
- Guiding a Reinforcement Learner with Natural Language Advice: Initial Results in RoboCup Soccer (2004, methodology): “Giving Advice to the Keeper Previously, Stone and Sutton (2001) achieved successful learning results in the keepaway domain using a reinforcement learning algorithm called episodic SMDP Sarsa( ) (Sutton & Barto 1998).”
- Evolving Soccer Keepaway Players Through Task Decomposition (2005, methodology): “A variant based on the the RoboCup soccer simulator was introduced for the purposes of studying multi-agent reinforcement learning (Stone and Sutton, 2001).”
- Deep Multi-Agent Reinforcement Learning for Decentralized Continuous Cooperative Control (2020, background): “Presumably due to its focus on real-world robotic control, RoboCup Soccer Simulation (Kitano et al., 1997; Stone & Sutton, 2001; Riedmiller et al., 2009) does not currently feature an easily configurable software interface for MARL, nor suitable AI-controlled benchmark opponents.”
- Nash Q-Learning for General-Sum Stochastic Games (2003, methodology): “directly to the multiagent context, its ease of application does, and the method has been employed in such multiagent domains as robotic soccer (Stone and Sutton, 2001, Balch, 1997), predator-andprey pursuit games (Tan, 1993, De Jong, 1997, Ono and Fukumoto, 1996), and Internet pricebots (Kephart…”
- A Neuroevolution Approach to General Atari Game Playing (2014, methodology): “Of the algorithms used in this paper, HyperNEAT has been previously applied to the games of Robocup Keepaway Soccer [45], [51], Checkers [15], multiagent predator prey [10], and quadruped locomotion [7].”
- Improving Action Selection in MDP's via Knowledge Transfer (2005, background): “While largestate sets have seen much work in recent research (Tesauro 1994; Crites & Barto 1996; Stone & Sutton 2001), largeactionsets have been explored to but a limited extent (Santamaria, Sutton, & Ram 1997; Gaskett, Wettergreen, & Zelinsky 1999).”
- Recent Advances in Hierarchical Reinforcement Learning (2003, methodology): “See Sutton et al. [73] and Precup [52] for details on these and other option-related algorithms and illustrations of their performance.”
- Reinforcement learning for sensing strategies (2004, background): “Furthermore, the system is highly non-linear and it is not clear how the different uncertainties affect the outcome of the actions, for example, of grabbing the ball or kicking it toward the goal.”
- Evolving Keepaway Soccer Players through Task Decomposition (2003, methodology): “For example, Stone and Sutton implemented keepaway in the RoboCup soccer simulator [14].”
- Giving Advice about Preferred Actions to Reinforcement Learners Via Knowledge-Based Kernel Regression (2005, methodology): “We call this new task BreakAway; it is similar in spirit to the KeepAway challenge problem of Stone and Sutton (2001).”
- Scalable Planning and Learning for Multiagent POMDPs (2014, background): “…this is a negative result, and there is no guarantee of convergence for FT-FV-POMCP, in practice this need not be a problem; many reinforcement learning techniques that can diverge (e.g., neural networks) can produce high-quality results in practice, e.g., (Tesauro, 1995; Stone and Sutton, 2001).”
- Nash Q-Learning for General-Sum Stochastic Games (2003, methodology): “directly to the multiagent context, its ease of application does, and the method has been employed in such multiagent domains as robotic soccer (Stone and Sutton, 2001, Balch, 1997), predator-andprey pursuit games (Tan, 1993, De Jong, 1997, Ono and Fukumoto, 1996), and Internet pricebots (Kephart…”
- Adaptive Neural Network Control of AUVs With Control Input Nonlinearities Using Reinforcement Learning (2017, background): “In [54], the “keepers” of one soccer team were trained to learn when to hold or pass the ball.”
- HyperNEAT-GGP: a hyperNEAT-based atari general game player (2012, background): “ley [18] who focused on the RoboCup Keepaway Soccer domain [14].”
- Reinforcement Learning for RoboCup Soccer Keepaway (2005, methodology): “5.3.1 Limited Vision Limited vision introduces two challenges with respect to the complete vision setup of Section 5.1 and Stone and Sutton (2001).”