• English
    • svenska
  • English 
    • English
    • svenska
  • Login
View Item 
  •   Home
  • Student essays / Studentuppsatser
  • Department of Applied Information Technology / Institutionen för tillämpad informationsteknologi
  • Kandidatuppsatser/Bachelor theses / Institutionen för tillämpad informationsteknologi
  • View Item
  •   Home
  • Student essays / Studentuppsatser
  • Department of Applied Information Technology / Institutionen för tillämpad informationsteknologi
  • Kandidatuppsatser/Bachelor theses / Institutionen för tillämpad informationsteknologi
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

MIXED MEMORY Q-LEARNER An adaptive reinforcement learning algorithm for the Iterated Prisoner’s Dilemma

Abstract
The success of future societies is likely to depend on cooperative interactions between humans and artificial agents. As such, it is important to investigate how machines can learn to cooperate. By looking at how machines handle complex social situations, so-called social dilemmas, knowledge about the components necessary for cooperation in artificial agents can be acquired. In this study, a reinforcement learning algorithm was used to study the Iterated Prisoner’s Dilemma (IPD), a common social dilemma game. A reinforcement learning algorithm can make decisions in the IPD by considering a given number of its opponent’s last actions, thus representing the agent’s memory. This study investigated the role of different memory lengths on the performance of the agent in the IPD. The results showed that different memory lengths are preferable depending on the opponent. A new algorithm was created called Mixed Memory Q-Learner (MMQL), which could switch memory length during play to adapt to its opponent. It could also recognise its opponent between games, thus continuing its learning over several interactions. MMQL performed better against certain opponents in the IPD but did not learn to cooperate with cooperative players. Further capabilities might therefore be added to the algorithm to invite cooperation, or the environment can be manipulated. The results suggest that flexibility in how a situation is represented and the ability to recognise opponents are important capabilities for artificial agents in social dilemmas.
Degree
Kandidatuppsats
Bachelor thesis
URI
http://hdl.handle.net/2077/69664
Collections
  • Kandidatuppsatser/Bachelor theses / Institutionen för tillämpad informationsteknologi
View/Open
Thesis (1.352Mb)
Date
2021-09-21
Author
Dollbo, Anna
Keywords
Machine learning
reinforcement learning
game theory
iterated prisoner’s dilemma
state representation
Q-learning
Series/Report no.
2021:081
Language
eng
Metadata
Show full item record

DSpace software copyright © 2002-2016  DuraSpace
Contact Us | Send Feedback
Theme by 
Atmire NV
 

 

Browse

All of DSpaceCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

My Account

LoginRegister

DSpace software copyright © 2002-2016  DuraSpace
Contact Us | Send Feedback
Theme by 
Atmire NV