Abstract. In this paper, we propose a reinforcement learning method called a fuzzy Q-learning where an agent determines its action based on the inference result by a fuzzy rule-based system. We apply the proposed method to a soccer agent that intercepts a passed ball by another agent. In the proposed method, the state space is represented by internal information the learning agent maintains such as the relative velocity and the relative position of the ball to the learning agent. We divide the state space into several fuzzy subspaces. A fuzzy if-then rule in the proposed method represents a fuzzy subspace in the state space. The consequent part of the fuzzy if-then rules is a motion vector that suggests the moving direction and velocity of the learning agent. A reward is given to the learning agent if the distance between the ball and the agent becomes smaller or if the agent catches up with the ball. It is expected that the learning agent finally obtains the efficient positioning skill.
Nakashima et al. REF propose a reinforcement learning method called "fuzzy Q-learning", where an agent determines its action based on the inference result of a fuzzy rule-based system.
A fuzzy reinforcement learning for a ball interception problem
RoboCup
Computer Science