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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Development and Implementation of a Case-Based Reasoning Approach to Speed-Up Deep Reinforcement Learning through Case-Injection for AI Gameplay</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Marcel Heinz</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jakob M. Schoenborn</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Klaus-Dieter Altho</string-name>
          <email>kalthoff@dfki.uni-kl.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>German Research Center for Arti cial Intelligence (DFKI) Trippstadter Str.</institution>
          <addr-line>122, 67663 Kaiserslautern</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Hildesheim Universitatsplatz 1</institution>
          ,
          <addr-line>31141 Hildesheim</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Game environments o er properties that are useful for researching challenges in arti cial intelligence (AI). Gaming enables testing, evaluation, and preparation of new methods for real-world scenarios. Reinforcement learning (RL) has undergone enormous further development in the recent years. The usage of arti cial neural networks makes it possible to use reinforcement learning algorithms in complex environments. To learn feasible solutions, RL agents have to interact with the environment and learn based on their experience. Many scenarios require long training times and a vast amount of training data. Reusing previously experience knowledge can be the key to shortened training cycles and improved performance. Case-based reasoning (CBR) is another methodology of arti cial intelligence using experiences from previous situations for solving new situations by adapting known solutions. Therefore, CBR appears to be particularly suitable for knowledge transfer in the area of reinforcement learning and is applied to improve the learning process of RL agents within video games. First, this work develops a theoretical approach in order to show in a second step the practical feasibility with the help of a prototypical implementation. The evaluation of the proposed method con rms reduced training time and improved performance.</p>
      </abstract>
      <kwd-group>
        <kwd>Case-Based Reasoning</kwd>
        <kwd>Case-Injection</kwd>
        <kwd>Reinforcement Learning</kwd>
        <kwd>Transfer Learning</kwd>
        <kwd>Gaming</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        With the development of autonomous vehicles [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], automated diagnoses of
diseases [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], and rapidly evolving language assistants, the subject of AI continues
to appear in everyday life. For companies, research institutions or countries, AI
has become a panacea for many areas and promises solutions to urgent
questions of the future. To solve these problems, a variety of di erent approaches
have been steadily researched, tested, and evaluated with techniques such as
RL, (Deep) Neural Networks (DNN) and CBR among a multitude of other
approaches as well. We developed and implemented intelligent agents that are able
to reuse knowledge in a pro cient way to overcome some of the obstacles of RL
agents, such as accelerating the learning phase. These hurdles are the limitation
of the learned task and the costly process of learning. RL agents still apply their
knowledge in a rather small operating area. In order to work in other games, it
has to be retrained, which is cost-intensive and time-consuming. A combination
of CBR, deep learning (DL) and RL together with the concepts of multi-agent
systems (MAS) and transfer learning (TL) can lead to a sophisticated solution
that overcomes the outlined di culties.
      </p>
      <p>The core of this work is the development of a general procedure based on the
CBR methodology for knowledge transfer within a DRL environment. The
underlying work examines the structure of a systematic transfer learning approach,
in which, as far as possible, all process steps run automatically. In order to build
the bridge from theory to practice, the proposed algorithm is prototypically
implemented3 and then evaluated.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>This section reviews research that is related to our new approach. Since the
topics CBR and DRL are in any case of great importance in AI research, the
main focus of this section is on the area of games.</p>
      <p>
        Bianchi et al. examined the knowledge transfer through CBR components
within RL environments [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The main focus of the work is a case-based policy
inference algorithm. This accelerates the learning process through an intelligent
selection of similar, already learned cases within the case base. The publication
transfers the existing knowledge within a Q-learning environment. In contrast,
this work applies knowledge transfer to a DRL agent. The proposed algorithm
shows success in terms of temporal performance and more robust learning
behavior. The more similar cases found, the lower can be chosen and thus
inuences the exploration-exploitation behavior [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The work uses a xed value
for . A grid-world environment evaluates the proposed algorithm, in which an
agent starts at any randomly chosen point and has to navigate to a target point.
Based on this situation, the similarity measure consists of the Euclidean distance
from the start to the destination. In contrast, the suggested architecture of this
work calculates the similarity of visual and numerical inputs. In the experiment
phase, initial cases are generated, which are then reused in the later transfer of
knowledge. During the learning process, the cases from the case base are
evaluated and the best case is used. Bianchi et al. showed that their approach achieves
3 Code available: https://github:com/marcel-heinz/peng
the same amount of reward as conventional Q-learning approaches in a shorter
time.
      </p>
      <p>
        In the work of J. Hillman [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], RL improves the learning process with the help
of CBR and TL in a rst-person shooter scenario. Hillman points at a practical
bene t for the use in real-world scenarios in which the state space grows
enormously. RL is used within the source domain to generate various cases for the
later target domain. The similarity measure for the retrieval is calculated from
the distance of the agent to the objects within its environment. In addition, the
algorithm accesses the case base within each episode after each step to nd a
suitable case. If the retrieval is not set optimally, this can lead to performance losses
in terms of required time. The algorithm presented here leads to a signi cant
improvement within the realized domain. Kolbe et al. introduce an approach that
combines RL and CBR to improve the performance of an rst person shooter
(FPS) agent [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. For this purpose, Kolbe et al. build on the knowledge generated
by Hillmann [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and develop a MAS inhabiting three interacting agents in a
Unity 3D game environment. To ensure that case retrieval delivers useful cases,
a RL agent was also implemented, which delivers the appropriate actions from
the case base on the basis of stored sequences. The variable reward function,
which is useful for this promising combination, adapts to the saved sequences
and the overall win chance. In our approach, the retrieval process is supported
by a RL component, which increased the performance in the conducted tests.
3
      </p>
      <p>Past Experience Network for Gameplay (PENG)
This section lays the theoretical basis for the subsequent development of the
procedure. Besides, this section presents the Past Experience Network for
Gameplay (PENG) process model, which re ects the basic features of an intelligent
agent architecture that reuses knowledge in the Atari2600 gaming environment.
Atari is well-known for famous arcade games such as Pacman and Breakout. The
PENG system builds on the basic principles of the CBR methodology and ful lls
the following characteristics: Manual input for game setup, exible application
options with di erent domains, dealing with visual game environments, MAS
approach and evaluation of trained agents to identify a suitable agent. Figure 1
shows the proposed CBR cycle of the PENG architecture.
3.1</p>
      <sec id="sec-2-1">
        <title>Nomenclature</title>
        <p>As part of this work, a model repository R equals the case base. Also, in the
PENG process model, a case is divided into two parts, problem and
solution. Equation 1 formalizes the model repository and equation 2 describes an
individual case.</p>
        <p>R := f 0; 1; : : : ; ng
:= (
;
)
(1)</p>
        <p>The standard CBR methodology retains relevant knowledge within the
knowledge base. Within this knowledge base are the containers for general knowledge
such as adaptation knowledge or similarity measures. The PENG method stores
all available knowledge inside the knowledge center (KC). Figure 2 brie y
describes the general process for the PENG architecture. The entire process is
described in detail in the following.
3.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Similarity Measure</title>
        <p>The similarity measure is an integral part of the overall PENG architecture.
As described above, the PENG component accesses the gameplay and nb action
attributes. The local similarity measures should be designed in such a way that
they cover the particular characteristics of the individual attributes. Therefore,
the local similarity measure at the attribute level should have the following
properties:</p>
        <p>
          Fig. 2. PENG Process Model based on [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]
{ A reliable similarity measure for integer values
{ A reliable similarity measure for image data
We employ the Euclidean distance to measure the distance between the nb action
attribute. Since the proposed PENG system also works with image data, the
retrieval step requires a similarity measure that handles pixel values and interprets
the stored data. The image classi er applies two DNNs, which use di erent
prediction methods. On the one hand, the prediction layer uses the softmax function.
On the other hand, the last layer uses the sigmoid function. The model with the
softmax activation function is stronger in classifying already known data, while
the model with the sigmoid activation function has an advantage when
showing the network environments that it has not seen before. The sigmoid function
shows nonetheless the (estimated) probability that a new environment belongs
to a trained class. Equation 5 presents the gameplay similarity, where SIP refers
to `sigmoid prediction' and SOP to `softmax prediction'.
        </p>
        <p>Simgameplay = wsigmoidSIP + wsoftmaxSOP
(5)</p>
        <p>Equation 6 shows the amalgamation function for the global similarity. When
calculating the global similarity, the attributes receive an individualized weight
w to bias the retrieval.</p>
        <p>Simglobal = wnb actionSimnb action + wgameplaySimgameplay
(6)
3.3</p>
      </sec>
      <sec id="sec-2-3">
        <title>Retrieval Agent</title>
        <p>The retrieval agent is the entry point to the PENG system, whenever the system
receives a new target gameplay task . The main goal of this agent is to search
within the model repository for saved game environments that are similar to
the query case in order to train a more powerful DRL agent. Consequently, the
system utilizes problems and solutions from the past. Ideally, this agent should
output a signi cantly reduced section of the model repositories in the form of
Rtest. The retrieval agent's function is to select appropriate models in Rtest, that
are as similar as possible to the current task . Whenever the retrieval agent
recovers a similar model from R, the DRL agent has the opportunity to learn
from past experience. Moreover, already trained and tested models are reused
or recycled, which contributes to the challenges task limitation and the costly
learning process. The main steps are:
1. Initialize the new environment, 2. Load the model repository and set the query
case, 3. Calculate the similarity between the number of actions, 4. Calculate the
similarity for gameplay images, 5. Calculate the global similarity.
3.4</p>
      </sec>
      <sec id="sec-2-4">
        <title>Testing Agent</title>
        <p>The testing agent receives the most similar case from the retrieval agent within
the R. The main goal of this agent is to apply the chosen model inside Rtest
with the corresponding architecture and policy to the query environment and
to select the best performing model. In other words, the agent uses Rtest to
identify a model that is already performing well for the target gameplay task
. However, with the preselected models in Rtest, it is not guaranteed that the
stored models are also usable for the current application . The agents output
is a suggested model for the current task , that the testing agent passes on.
The main steps are:
1. De ne the most similar model with architecture and policies, 2. Check if the
last layer of the DRL agent has to be changed, 3. Build the DRL agent, 4.
Test query environment with every policy from the most similar environment,
5. Select the best performing policy.
3.5</p>
      </sec>
      <sec id="sec-2-5">
        <title>Training Agent</title>
        <p>
          The central part of the training agent is to provide a reasonable solution for
the query environment. This objective can be achieved by either train the agent
with the Q-injection method from scratch, when no similar game environment
was found. The second way is to train the new game with the model-injection
procedure, which applies a similar solution from the model repository.
Q-Injection The Q-injection method introduces an additional probability ,
besides the parameter that corresponds to the exploration-exploitation
strategy. determines if the agent injects Q-values during the training phase. From
the beginning, the Q-values are not de nite, therefore random numbers between
[
          <xref ref-type="bibr" rid="ref1">0,1</xref>
          ] are drawn as a rst heuristic in order to inject values into the DRL agent.
The range of numbers refers to the minimum and maximum values that are
possible for the Q-values in this setting. This procedure takes advantage of the initial
instantiated Q-values that are zero. Moreover, Q-values turn into values between
[
          <xref ref-type="bibr" rid="ref1">0,1</xref>
          ] after training. Based on this, we assume that the injection of Q-values &gt; 0
has a positive in uence on learning behavior.
        </p>
        <p>Model-Injection In this case, the DRL agent uses the complete model of the
previously trained agent, including architecture and policy, to solve . The
proposed model serves as a blueprint for the new target gameplay task. Thereupon
the training agent injects the experienced model, including the policy into the
new agent. Once this transfer process is complete, the training phase starts. The
main steps are:
1. Initialize the DRL agent, 2. Check for transfer mode (Q-injection vs.
modelinjection), 3. Check if the last layer of the DRL agent has to be changed, 4. Build
the DRL agent, 5. Con g and compile the DRL agent, 6. Train the DRL agent.
3.6</p>
      </sec>
      <sec id="sec-2-6">
        <title>Learning Agent</title>
        <p>The central task of the learning agent is to save the newly generated
information and knowledge, that the PENG method can reuse for succeeding tasks.
The learning agent consists of two main components, rst a learning
component and second a maintenance part. CBR systems store and process experience
knowledge, ordinarily with di erent approaches. The agent can build up
knowledge or reject the currently learned model . Consequently, the agent decides
whether she retains a model or not. The most obvious way is to compare the
recently learned model with the models within the model repository. Only if the
newly learned model is signi cantly di erent from the previous models within
the model repository, the agents saves it. For the implementation stage of the
learning agent, we used this comparison method, which learns models that are
fundamentally di erent from the previous ones. The main steps are:
1. Clean the model repository and learn new models, 2. Collect image data of the
game for NN, 3. Image augmentation, 4. Train the NN for image classi cation.
4</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Experiment and results</title>
      <p>The evaluation of the PENG system is essential to assess the theoretical
elaboration and practical implementation more precisely. Therefore, this section
describes various experiments that have been carried out in order to determine the
performance of the system. The proposed framework consists of several parts,
based on the CBR methodology. Nevertheless, the main focus is on the behavior
achieved by the DRL agent. For this reason, the core of the experiments will rely
on the results of the agent performance, supported by the PENG methodology.
4.1</p>
      <sec id="sec-3-1">
        <title>Experiment Setup</title>
        <p>
          The de ned speci cations prior to the rst run:
{ PENG starts with an empty model repository
{ the retrieval agent starts after the system trained three games in advance
{ similarity threshold of 0.4 as rst- t heuristic
{ weights for the amalgamation function are set equal to 0.5 for nb actions
and 0.5 for gameplay
{ parameters of the DRL agent correspond to the work of Minh et al. [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]
{ a deep Q network (DQN) is used as the baseline
This subsection implements some metrics that provide su cient information
about the success or failure of the proposed PENG method.
Performance Increase/Decrease Algorithms that take less e ort to achieve a
de ned goal are successful in practical implementation. Therefore, it is desirable
to investigate how many steps were needed to reach the same reward level as
the baseline algorithm after 2,000,000 steps and vice versa. Equation 7 and
equation 8 formalizes this metric.
Episode Reward The achieved reward in the particular episode provides an
insight into the learning behavior of the agent over the entire period. Equation 9
de nes the Episode Reward.
        </p>
        <p>Episode Reward =</p>
        <p>Rewardstep
Episode End</p>
        <p>X
step=0
(7)
(8)
(9)
Sum Reward RL agents are conventionally measured by how bene cial a
proposed policy is or how much reward an agent gets in its environment. One way to
demonstrate the performance of an RL agent is to show the total of all rewards
received over the entire period. Equation 10 de nes the sum reward.</p>
        <p>Total Episodes</p>
        <p>X
i=0
Sum Reward =</p>
        <p>RewardEpisodei
(10)
4.3</p>
      </sec>
      <sec id="sec-3-2">
        <title>Results</title>
        <p>This section provides the test results of the experiments based on the
implemented method. We present the experiment results of the model-injection
procedure, and the results of the Q-injection method. The abbreviations from the
data tables refer to the following Atari2600 games:
{ B - Breakout
{ MP - MsPacman
{ S - Seaquest
{ A - Alien
Model-Injection The results in Table 2 show that the presented method has
achieved a de nite increase in performance if the PENG system found a similar
case within the model repository. The technique achieved the most signi cant
performance increase of 121.54%. In this case, the target gameplay task was
`Breakout', and the retrieval agent recovered the most similar case `Breakout'
from the model repository.</p>
        <p>Approach
DQN Steps
PENG Steps
PI/PD
Q-Injection Table 4 describes whether the method is attributable to a
performance increase. The data shows a comparison between the baseline method with
the experiment of the Q-injection method. Since all experiments were stopped
after 2,000,000 steps, the games Breakout, MsPacman, and Alien achieved fewer
rewards in total within the PENG learning cycle. Based on the 2,000,000 steps,
there is only a performance increase of 102.99% in the game Seaquest.</p>
        <p>
          Table 5 shows the recorded data points of the accumulated rewards over the
entire training period. The data shows that only the game Seaquest achieved
more rewards throughout the 2,000,000 steps, increasing by 104.78%. The lowest
value achieved the Breakout environment with 95.34%. Interestingly, the average
for the sum of the rewards is higher in the game Alien, but the maximum result
is below the baseline method.
The results of this paper are two-fold concerning the DRL learning process. We
showed that the model-injection method provides a distinct advantage when
the model repository stores a similar case. On the opposite, the Q-injection
method yields to an equal or even more miserable result, compared to the
baseline method. The applied t-Test veri ed the ndings for both methods with a
high signi cance (p=0.01). However, our paper examined a limited
representation of Atari2600 games that could a ect the validity of the data. In future
work, we advise conducting the experiments on a high-performance computer
system, in order to obtain more results in parallel and scrutinize more games
or other game environments. On a side note, the Q-injection method was
instantiated with random values between [
          <xref ref-type="bibr" rid="ref1">0,1</xref>
          ]. Therefore, a better-constructed
initialization technique for the corresponding Q-values may produce better
results. Furthermore, we measured the achievement of the DRL agent to reason
about the acceleration of the learning process. Further analyses should also focus
on the required time for the complete PENG cycle since improvements
regarding the learning period also correlate with the overall process. For the evaluation
of the results, the algorithm operated for 2,000,000 steps. Future investigations
should test a di erent stop criterion for assessing the procedure, such as the
number of episodes or the reward to be achieved. Also, we implemented the
PENG framework prototypically with a rst- t heuristic. Consequently, we
suggest that especially the testing agent and training agent evolves, in order to
inject a more bene cial model with probably more robust results. Despite the
mentioned obstacles, the outcomes indicate that PENG can support the DRL
learning behavior within the Atari2600 gaming environment and can serve as a
benchmark for further developments linked to our procedure.
5
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>We provided and evaluated the proposed PENG methodology and processed the
measurement results from the experiments. The de ned metrics were applied to
the model-injection and Q-injection methods. The validation showed that the
model-injection procedure has a clear advantage and we found indications for a
lower performance of the Q-injection method. The statistical analysis shows that
the model-injection methodology yields a signi cant improvement in training
behavior, whereas the results from the Q-injection procedure can be put into
perspective, since the result unveils no signi cant di erence between DQN as
baseline and PENG, except for the Breakout game. The obtained knowledge
inside the KC can be further tested for other games, especially in terms of
testing the process of adapting knowledge between di erent games. Furthermore,
the parameters for both, the DRL agent and any agent involved in the PENG
methodology can be further investigated.</p>
    </sec>
  </body>
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    </ref-list>
  </back>
</article>