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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Generating Inspiration for Multi-Agent Simulation Design by Q-Learning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Robert Junges</string-name>
          <email>robert.junges@oru.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Franziska Kl u¨gl</string-name>
          <email>franziska.klugl@oru.se</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Modeling and Simulation Research Center, O ̈ rebro University</institution>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Modeling and Simulation Research Center, O ̈ rebro University</institution>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-One major challenge in developing multi-agent simulations is to find the appropriate agent design that is able generating the intended overall phenomenon respectively dynamics, but does not contain unnecessary details. In this paper we suggest to use agent learning for supporting the development of an agent model: The modeler defines the environmental model and the agent interfaces. Using rewards capturing the intended agent behavior, Reinforcement Learning techniques can be used for learning the rules that are optimally governing the agent behavior. However, for really being useful in a modeling and simulation context, a human modeler must be able to review and understand the outcome of the learning. We propose to use additional forms of learning as post-processing step for supporting the analysis of the learnt model. We test our ideas using a simple evacuation simulation scenario.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. MOTIVATION</title>
      <p>
        Methodological questions are more and more in the focus
of research on agent-based simulation as the number of
challenges in developing a good multi-agent simulation model are
numerous. The central issue hereby concerns what behaviors
the agents should exhibit so that the intended outcome is
generated. What particular detail must be included, what part
of the modeled behavior is not necessary? How to set the
parameters involved? However, if it is not fully clear from
the beginning how this local behavior should be - even if the
original agents behavior can be easily observed - the
development may result in a painful try and error procedure. The
modeler may add, respectively remove behavioral elements,
try different parameter values and test the overall outcome
again and again. Such a procedure might be feasible for an
experienced modeler who knows the critical starting points
for modifications and is capable of using complex calibration
tools for multi-agent simulation such as described in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], but
this cannot be assumed for less experienced modelers.
      </p>
      <p>
        In this contribution we are suggesting to solve this search for
the appropriate agent-level behavior by using agent learning.
The vision is hereby the following procedure: the modeler
starts by developing an environmental model as a part of
the overall model, then, determines what the agent might be
able to perceive and to manipulate and finally describes the
intended outcome based on a reward function that evaluates the
agents performance. The agents then use a learning mechanism
for determining a behavior program that together generates the
intended overall outcome in the given environment. This
strategy might be also described as a variant of an
environmentdriven strategy for developing multiagent simulations [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        A major issue in this overall procedure refers to the selection
of the particular learning agent architecture. An initial analysis
of different learning techniques applicable for this problem
has already been described in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. There, Learning Classifier
Systems (LCS), Feed Forward Neural Networks (FFNN) and
Reinforcement Learning (Q-Learning) have been evaluated
with regards to learning performance and resulting behavior
representation, using the same evacuation scenario problem
as in the following. In this contribution we are further
investigating Reinforcement Learning for its suitability in such
a learning-driven model development process, focusing more
on the interpretability of the state-action mapping produced.
We are not focussing on mere optimization performance, but
on softer factors that define the usability of Q-Learning in the
model development setting: the completeness, the complexity
and the generalization capabilities of the behavior learnt.
      </p>
      <p>In the next section we will review existing approaches
for learning agent architectures in simulation models. This is
followed by a more detailed treatment of the learning-driven
methodology and a presentation of the reinforcement learning
architecture. In section IV and V we describe the used testbed,
the experiments conducted with it and discuss the results. The
papers ends with a conclusion and an outlook to future work.</p>
    </sec>
    <sec id="sec-2">
      <title>II. LEARNING AGENTS AND SIMULATION</title>
      <p>
        Adaptive agents and multi-agent learning have been one
of the major focuses within distributed artificial intelligence
since its very beginning [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Many different forms of learning
have shown to be successful when working with agents and
multiagent systems. Obviously, we can not cover all techniques
for agent learning in this paper, the following paragraph shall
give a few general pointers and then give a short glance on
directly related work on agent learning in simulation settings.
In general our contribution is special concerning the objective
of our comparison: not mere learning performance but its
suitability for the usage in a modeling support context.
      </p>
      <p>
        Reinforcement learning [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], learning automata [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ],
evolutionary and neural forms of learning are recurrent examples of
learning techniques applied in multi-agent scenarios. Besides
that, techniques inspired by biological evolution have been
applied for agents in the area of Artificial Life [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], where
evolutionary elements can be found together with multiagent
approaches. An example of a simulation of a concrete scenario
is [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], in which simulated ant agents were controlled by a
neural network that was designed by a genetic algorithm.
Another experiment, with an approach similar to a Learning
Classifier System (LCS) can be found in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], where a rules
set was used and modified by a genetic algorithm.
      </p>
      <p>
        Although there is a wealth of publications dealing with
the performance of particular learning techniques, especially
reinforcement learning approaches, there are not many works
focussing on the resulting behavioral model dealing with
usability. An early example can be found in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], where an
evolutionary algorithm is applied to behavior learning of an
individual agent in multi agent robots. Another example, from
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], describes a general approach for automatically
programming a behavior-based robot. Using Q-Learning algorithm,
new behaviors are learned by trial and error based on a
performance feedback function as reinforcement. In [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], also
using reinforcement learning, agents share their experiences
and most frequently simulated behaviors are adopted as a
group behavior strategy. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] compares reinforcement learning
and neural networks as learning techniques in an exploration
scenario for mobile robots. The authors conclude that both
learning techniques are able to learn the individual
behaviors, sometimes outperforming a hand coded program, and
behavior-based architectures speed up reinforcement learning.
      </p>
    </sec>
    <sec id="sec-3">
      <title>III. AGENT LEARNING ARCHITECTURES FOR MODEL</title>
      <p>DESIGN</p>
      <p>
        The basic idea behind a learning-driven design methodology
consists in the transfer of the agent behavior design and test
activity from the human modeler to the simulation system.
Specially in complex models, a high number of details can be
manipulated. This could make a manual modeling, debugging
and tuning process cumbersome, especially when knowledge
about the original system or experience for implicitly bridging
the micro-macro gap is missing. Using agents that learn at least
parts or initial versions of their behavior might be a good idea
for supporting the modeler in finding an appropriate low level
behavior model. Such a learning-based approach can also be
part of something as the adoption of a Living Design [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] like
methodology for multi-agent simulation models. Nevertheless,
the first question on a way to such a learning-driven
methodology, is about the selection of the appropriate learning technique
– for this form of application, for a particular domain, or
maybe just for a particular model. In this paper we focus on the
suitability of a well know learning technique, Q-Learning, for
such a modeling approach. Before we continue with focussing
on this particular learning architecture, we discuss what we
have identified as requirements for the applicability of an
learning technique to our problem.
      </p>
      <sec id="sec-3-1">
        <title>A. Requirements for Learning Agent Architectures</title>
        <p>Not all agent learning architectures are equally apt for
usage in the modeling support context. There are a number
of properties that an appropriate learning technique may be
able to exhibit for indicating a successful application.
1) Feasibility: The learning mechanism should be able to
cope with the level of complexity that is required for
a valid environmental models. Thus, it should not be
necessary to simplify or even to reformulate the problem
just for being able to apply the learning mechanism;
That means the theoretical prerequisites for applying
the learning technology must be known and fulfilled by
the environmental model in combination with the reward
function. The learning architecture must be able to find
a good-enough solution;
2) Interpretability and Model Accessibility: The mechanism
should produce behavior models that can be understood
and interpreted by a human modeler. The architecture
shall not be a black box with a behavior that the human
modeler has to trust, but must be accessible for detailed
analysis of the processes involved in the overall agent
system;
3) Plausibility: The mechanism in the learning architecture
should be well-established and well-understood. The
motivation is that its usage shall not impose additional
complexity to the modeler for example in setting a
number of configuration parameter. How the learning
architecture works, shall be explainable to and by the
modeler.</p>
        <p>There is a variety of possible learning agent architectures
that might be suitable for the aim presented here and the
requirements identified – as discussed in section II. We selected
Q-Learning, as a Reinforcement Learning technique, as we
describe it in the next paragraph.</p>
        <p>
          1) Q-Learning: Q-Learning [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] is a well-known
reinforcement learning technique. It works by developing an
actionvalue function that gives the expected utility of taking a
specific action in a specific state. The agents keep track of the
experienced situation-action pairs by managing the so called
Q-table, that consists of situation descriptions, the actions
taken and the corresponding expected prediction, called
Qvalue.
        </p>
        <p>
          Q-Learning is able to compare the expected utility of the
available actions without requiring a model of the
environment. Nevertheless, the use of the Q-Learning algorithm is
constrained to a finite number of possible states and actions.
As a reinforcement learning algorithm, it also is based on
modeling the overall problem as Markov Decision Processes.
Thus, it needs sufficient information about the current state
of the agent for being able to assign discriminating reward.
Although there are a number of extensions that improve the
convergence speed of Q-Learning [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], we include the standard
Q-Learning algorithms in our experiment due to its simplicity.
        </p>
        <p>We suppose that Q-Learning meets the requirements for
the application by providing both sufficient performance (if
applicable) adaptability and also gives interpretability of the
result. This interpretability is achieved by its rule-based
structure (represented by the state action mapping) with a clear
evaluation of those rules, by means of the Q-Value. The
processing of this mapping, weighted by the provided utility
value could be used as a bias for the interpretation of the rules,
as an input for the behavior modeling.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>IV. TESTBED</title>
      <p>
        The scenario we use for evaluating the learning architecture
approach is the same as in [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] where we already describe
the integration of XCS-based agents into the agent-based
modeling and simulation platform SeSAm. This pedestrian
evacuation scenario is a typical application domain for
multiagent simulation (see [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] for a real-world application). Albeit
the employed scenario may be oversimplified, we expected
that the relative simplicity of the scenario will enable us to
evaluate the potentials of the learning technique as well as to
deduce the involved challenges.
      </p>
      <sec id="sec-4-1">
        <title>A. Environmental Model</title>
        <p>
          The main objective of the simulation concerned the
emergence of collision-free exiting behavior. Therefore, the reward
and interfaces to the environment were mainly shaped to
support this. In contrast to [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], we did not test a large variety
of configurations as it was not the goal of this research to find
an optimal one, but a more modeling-oriented evaluation of
the architecture.
        </p>
        <p>The basic scenario consists of a room (40x60m) surrounded
by walls with one exit and a different number of
columntype obstacles (with a diameter of 3.5m). In this room a
number of pedestrians have to leave as fast as possible without
hurting themselves during collisions. We assume that each
pedestrian agent is represented by a circle with 50cm diameter
and moves with a speed of 1.5m/sec. One time-step in the
discrete simulation corresponds to 0.5sec. Space is continuous.
We tested this scenario using 1, 5, 10 and 20 agents, and the
number of obstacles was set to 10. At the beginning of a
testrun, all agents were located at random positions in the upper
half of the room.</p>
        <p>All experiments alternated between explore and exploit
phases. During the explore phase, the agents randomly execute
an action. In exploitation trials, the best action was selected
in each step. Every trial consists of 100 iteration steps. Every
experiment took 1000 explore-exploit cycles.</p>
        <p>Reward was given to the agent a immediately
after executing an action at time-step t. It was
computed in the following way: reward(a, t) =
rewardexit(a, t)+rewarddist(a, t)+f eedbackcollision(a, t)+
f eedbackdamage(a, t) with rewardexit(a, t) = 1000, if
agent a has reached the exit in time t, and 0 otherwise;
rewarddist(a, t) = β × (dt(exit, a) − dt−1(exit, a))
with β = 5; f eedbackcollision(a, t) was set to 100 if a
collision free actual movement had been made, to 0 if no
movement happened, and to −100 if a collision occurred;
f eedbackdamage(a, t) was set to −1000 if a collision with
column obstacle has occurred, and 0 otherwise. Together, the
different components of the feedback function stress
goaldirected collision-free movements. It is goal-directed because
the agents are positively rewarded every time an action
results in reaching the exit or getting to a state closer to the
exit. Complementary, it is collision-free oriented because the
agents are positively rewarded for moving without collisions
and negatively rewarded every time an action results in a
collision.</p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Agent Interfaces</title>
        <p>
          As agent interfaces, the perceived situation and the set
of possible actions have to be defined. Similar to [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], the
perception of the agents is based on their basic orientation
of the agent, respectively its movement direction. The overall
perceivable area is divided into 5 sectors with a distinction
between areas in two different distances as depicted in figure
1. For every area two binary perception categories were used:
the first encoded whether the exit was perceivable in this area
and the second encoded whether an obstacle was present
where an obstacle can be everything with which a collision
should be avoided: walls, columns or other pedestrians.
        </p>
        <p>The action set is shaped for supporting the
collisionavoidance behavior. We assume that the agents are per
default oriented towards the exit. Thus, the action set
consists of A = {M oveLeft, M oveSlightlyLeft, M oveStraight,
M oveSlightlyRight, M oveRight, N oop, Stepback}. For any
of these actions, the agent turns by the given direction (e.g.
+36 degrees for M oveSlightlyRight), makes an atomic step
and orients itself towards the exit again. The combination of
this action set and the perceptions of the agents represents
an intentional simplification of the problem, as we implicitly
represent the orientation task in the actions, in order to have
a MDP. This simplification allows concentrating the learning
on the collision avoidance, facilitating the learning process.</p>
      </sec>
      <sec id="sec-4-3">
        <title>C. Architecture Configuration</title>
        <p>The testbed was implemented in the visual modeling
and simulation platform SeSAm (www.simsesam.de). The
QLearning could be implemented by means of the standard
highlevel behavior language in SeSAm.</p>
        <p>It was not our objective to find the optimal configuration
for the tested architecture in the given scenario, we will not
give a discussion of the effects of different parameter settings
on the learning outcome should not be necessary. Clearly,
we tested a number of configuration for finding a reasonable
configuration. This is also true for the the appropriate overall
configuration including different numbers of obstacles, sizes
of scenarios or the particular numbers of the reward function.
In the context of this paper, we assume an initial Q-value of
0 for all untested state-action pairs. We set the learning rate
to 0.5 and the discount factor to 0. It means that the agents’
actions are selected based on recent experiences and not taking
into consideration the future rewards (only the best action
for the current state), respectively. This is another intentional
simplification for the problem, as the agents don’t need to
maximize future rewards.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>V. EXPERIMENTS AND RESULTS</title>
      <p>In this section we analyze the results of the simulations, first
with respect to learning performance showing that the learning
technique is actually applicable to the test scenario, but then
we focus on the analysis of what the agents actually did learn.</p>
      <sec id="sec-5-1">
        <title>A. Performance Evaluation</title>
        <p>The metric used for evaluating learning performance is
the number of collisions. The time to reach the exit does
not vary significantly, as a collision is not influencing the
behavior directly, but indirectly via the reward the agent got.
The collisions, with other pedestrians or obstacles, do not
impose any effect on future movement. They only count as
negative rewards. Obviously in the early stages, the agents
don’t have enough experience to learn from, and therefore a
higher number of collisions is expected.</p>
        <p>Table I presents the mean number of collisions for each
tested situation. The values are aggregated only after the first
50 explore-exploit cycles for avoiding the inclusion of any
warm-up data. The mean and deviation over the results of the
different exploit cycles are given. Despite of having the runs
repeated, we did not give means and standard deviations over
different runs as currently the number of repetitions is too low.
Clearly the number of collisions increases with the number of
agents and obstacles.</p>
        <p>Figure 2 illustrates the adaptation speed by depicting the
number of collisions over time for an exemplary run with
5 agents and 10 obstacles. We can see that the number
of collisions decreases fast in the beginning, but then the
behavioral knowledge converges quite fast. After 50 cycles,
there is no further improvement.</p>
        <p>To have a better illustration of the learning process, we
show in figure 3 the trajectories of the agents in exploit phases
after a) 10, b) 100, c) 500 and d) 1000 exploit trials. In this
figure we consider the situation with 5 agents and 10 obstacles.
We can see the progress of adaptation with more and more
collision-free and goal-directed movement. Experience hereby
does not just mean positive reinforcement. Even if the agents
don’t know what is the best action, they know which one to
avoid by checking the negative rewarded actions.</p>
        <p>Alternating between explore and exploit trials plays an
important role in the performance outcome. The agents must
explore the possible actions set in order to maximize their
experience in terms of the route to be chosen. At the end we
can see the emergence of a collision-avoidance behavior.</p>
      </sec>
      <sec id="sec-5-2">
        <title>B. Behavior Learning Outcome</title>
        <p>In this section we are interested in analyzing the rules
learned by the Q-Learning process in terms of the complexity
of the resulting rule structure and potential use as source of
inspiration in a modeling process.</p>
        <p>In the following analysis we will examine two simulation
scenarios: 1 agent and 10 obstacles; and 5 agent and 10
obstacles. In both cases we consider the outcome of one agent
from an exemplary simulation.</p>
        <p>1) Raw Q-Learning Rules: The rules generated by the
learning process can be determined by taking for every
situation the action with the highest q-value as it is done in the
exploit phases. Depending on the situation, there might be no
action with a positive q-value. The rules with a Q-Value of
zero represent situation-action pairs that have not been tested
during the simulation. Figure 4 depicts two out of 12 rules
with the highest Q-value on the 1-agent scenarios.</p>
        <p>Figures 5 and 6 show the distribution of the reward
prediction, i.e. the Q-value, for the complete rules set for the single
agent, respectively a randomly selected exemplary agent from
a simulation with 5 agents. One can see that there are only a
few rules with a high Q-value.</p>
        <p>It is obvious that the Q-value alone cannot be a selection
criteria for rules forming a behavior model as the ones with the
highest Q-value naturally contain situations where the agent
directly perceives the exit. It is also possible to see that the
agent in this case has a majority of rules with Q-Value 0,
which means that a lot of state-action mappings have not been
tested. This is not case for the simulation with 1 agent and
10 obstacles, as seen in figure 5, where the majority of rules
have been tested. The agent has explored more, resulting in a
more elaborated representation of the behavior. This difference
is caused by the fact that the simulation with only 1 agent
presented a smaller set of possible states to be tackled due to
the simplicity of the interactions just with static obstacles.</p>
        <p>Another important aspect about the agents’ experience is
that, since the agents are randomly positioned in the scenario
at the beginning of each trial, the rules are not biased by a
fixed position, so the rules set is more elaborated than it would
be if they had to know only one best way to get to the exit.</p>
        <p>The agent from the simulation with only one agent has a
positive rules set – consisting of rules with positive, non-zero
q-values – of 229 rules, while the agent from the simulation
with 5 agents has a number of 1507 true positive rules. This
can be seen as an effect of the interaction with other agents,
generating different situation to be visited, specially when it
gets closer to the exit, the situation becomes more dense and
the agents must avoid the collisions, and get to the exit.</p>
        <p>Figures 7 and 8 show the distribution of these final rules
over the possible actions, for the cases with 1 and 5 agents
respectively. We can see the effect of the initial random
positioning in each trial. We have a balanced distribution for
the rules determining going to the left or right, which makes
sense, since the agent must learn to find its way out of the
scenario no matter where it has started. The majority of the
rules indicate the M oveStraight action. This comes from the
fact that the agent is reoriented towards the exit after the
execution of any action. Unless the agent needs to avoid a
collision, M oveStraight is the best action to choose.</p>
        <p>We can identify the collision-avoidance behavior focussing
on an exemplary element of the perceptions of the agent (1
agent scenario in this case). Considering action M oveRight
and perception ObstacleImmediatelyRight, we see that there
is a larger number of rules indicating false in this perception
in all rules with the M oveRight action, see figure 9.</p>
        <p>2) Processing the rules: As the set of rules with truly
positive Q-value in all scenarios is far too large to be
transparently presented to a human expert, we suggest to use a
post-processing step for improving the analysis of the rule set
on a detailed level. As there are a number of candidates that
may be suitable for generalizing the rule set in a way that all
learnt rules are captured in a compact form.</p>
        <p>
          For this aim, we tested three different machine learning
algorithms – mainly classification learners – using all rules
with non-zero, positive Q-Value: K Nearest Neighbors (KNN)
[
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], CART Decision Trees [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] and the CN2 rule inductor
[
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. The K-Nearest Neighbors is arguably one of the simplest
machine learning algorithms, while Decision Trees and CN2
are of particular interest to this work because of the
interpretability provided by their resulting representation of the
knowledge captured in the training set. We used KNN with a
K value of 5 for the experiments. The Decision Tree is a simple
CART with Gini’s index of impurity for node splitting. CN2
algorithm uses the Laplace method for rule quality estimation.
        </p>
        <p>As mentioned above, the results of this post-processing
step have to be evaluated with two criteria: How well they
capture the given rule set and how good they are able to
generalize the rule set for bringing the rules. The first can
be measured in terms of classification accuracy, the second is
the generalization and compactness of the resulting behavior
description.</p>
        <p>a) Classification Accuracy: Table II shows the
classification accuracy for the above mentioned algorithms, both in the 1
agent and 5 agents experiments, using 10 fold cross validation
in the training set. Table III shows the average classification
accuracy, when model built from one agent’s experience is
tested with another agent’s experience: We can see that the
classification accuracy for the case with 1 agent outperformed
the case with 5 agents. This is clearly an effect of the
exploitexplore tradeoff. The agent from the 1 agent simulation has a
lower number of states to visit during the simulation, and this
reflects on the accuracy of the rules as they are tested more
times and converge faster to the optimal solution (state-action
mapping). The agents from the 5 agents scenario have a larger
set of states that potentially may occur, reflected also in the
number of rules. This requires more cycles to converge to an
optimal solution.</p>
        <p>While they are all good models – as providing a solution
to the problem (as seen in section V-A) – they can not be
generalized to other good solutions (other agents’
experiences). The convergence of the solution, which determines its
generalization to the problem is therefore a function of the
configuration of the learning, and more important, a function
of the explore-exploit distribution, the number of agents and
the set of perceptions and actions, that determine the size of
the state-action mapping.</p>
        <p>Figure 10 shows the confusion matrix for the decision
tree learnt from the simulation with 1 agent, testing with
cross-validation: Rows represent the expected class (action)
from the classification model, as presented in the Q-Learning
mapping and columns represent the classification determined
by the decision tree. We highlight the number of correctly
classified instances. The majority of misclassified instances
falls on cases where different actions could result in similar,
good rewards. For instance, there is a common
misclassification among the actions M oveStraight, M oveSlightlyRight and
M oveSlightlyLeft. This comes from the fact that when the
agent is facing the exit, all these three actions will maximize
the reward (represented by reaching the exit).</p>
      </sec>
      <sec id="sec-5-3">
        <title>b) Compactness and Readability of the Learnt Behavior</title>
        <p>Representation: The second dimension is to be analyzed, with
regards to the improving the representation of the behavior for
a human modeler. We assumed that the best result could be
produced by the decision tree learner. However, the CART
decision tree learner was not able to produce an understandable,
compact model in this problem. In the case of 1 agent the tree
has 117 nodes and 59 leaves. For the case with 5 agents the
tree has 1637 nodes and 819 leaves. For illustration, figure
11 outlines a part of the tree generated from the experience
of the agent in the case of 1 agent and 10 obstacles. In this
figure, the codes represented in the rule stand for different
agent perceptions. For instance EIA means Exit Immediately</p>
      </sec>
      <sec id="sec-5-4">
        <title>Ahead.</title>
        <p>The post-processing result provided by the CN2 algorithm
is better than the decision tree learner: For example, figure
12 shows the best 3 (from a total of 29) rules created by
the CN2 algorithm, from the training set of non-zero, positive
rules in the case of 1 agent. CN2 was able to reduce the rules
representation from 229 to 29 rules. The rules can be evaluated
by their quality, size and coverage. Here, as for the decision
trees, the perceptions are represented by codes. The rules are
clear and concise. Because of that, CN2 can be seen as a step
further towards interpretability.</p>
        <p>In principle, a set of rules for the agents’ producing a
solution to the evacuation problem could be learnt – using a
technique that results in human-readable rules. However, from
these rules that were found by the Q-Learning, we could not
construct a behavior representation that fully resembles the
knowledge coded in the rule set, nor derive a representation
of the rules that a human modeler could easily oversee. On
the other side, the scenario is so simple, that it is possible
to directly program a set of about 10 rules exhibiting almost
optimal behavior.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>VI. CONCLUSION AND FUTURE WORK</title>
      <p>In this paper we presented our investigation towards a
learning-driven methodology by evaluating Reinforcement
Learning as an agent learning architecture. The main
motivation for this work is investigate the possibilities of creating
a learning-based methodology for the design of a multiagent
simulation model avoiding a time consuming trial and error
process when determining the details of agent behavior.</p>
      <p>In a small evacuation scenario, we showed that the
employed learning technique can produce plausible behavior in
an agent-based simulation. However, the interface between
the learning technique and the agent environment is by no
means trivial. The environmental model, feedback function,
perception, and action sets are critical. There are also ideas
on the analysis of the different architecture that may improve
the usability of the learned behavior model.</p>
      <p>
        Using a learning technique transfers the basic problem from
direct behavior modeling to designing the agent interface and
environment reward computation. To do so successfully, a
general understanding of scenario difficulties and the
available machine learning techniques is necessary. An example
is the fundamental requirement of the Markov property in
reinforcement-based approaches [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] – in our case Q-learning.
Provided perceptions need to contain sufficient information
to be able to learn the expectation of immediate and future
possible reward accurately.
      </p>
      <p>The standard implementation of Q-Learning, used in this
paper, offers us only the estimated reward for each possible
condition-action pair. For more intelligent interpretation of
the rule set – that is in its raw state without any form of
generalization – we decide to use three different machine
learning algorithms: K-Nearest Neighbors, Decision Trees and
CN2 rule inductor. The resulting, full behavior model for the
Q-Learning is only partially helpful as a guidance for modeling
in this case. Generalization still needs to be improved, as a part
of the learning process or as a post-processing step. This could
be achieved by using more flexible classification techniques,
such as multi label classification, since in this process we have
to deal with multiple good solutions. Another important aspect
to be considered here is the tradeoff between explore and
exploit, and how this scales to the complexity of the problem,
in terms of the number of agents and the size of the
stateaction mapping in a multiagent simulation. This is a relation
yet to be analyzed in detail level.</p>
      <p>There are admittedly many more challenging application
scenarios than an evacuation scenario where all agents have
the same goal, the behavior repertoire is quite restricted, and
there is no direct communication between agents. In such
advanced environments, the learning and environment design
will certainly pose additional challenges.</p>
      <p>
        Our next steps include testing other learning techniques to
investigate their performance, outcome and appropriateness
for this methodology. A short analysis of Learning Classifier
Systems and Neural Networks can be found in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. We plan
to also test approaches such as evolutionary programming
support vector machines, and other forms of reinforcement
learning, respectively learning automata. An alternative for
the post-processing step worth testing could be multi label
classification [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], where we could gather the experience from
different agents and find different best actions for a given
situation, increasing generalization.
      </p>
      <p>Besides that, we will pursue further self-modeling agent
experiments. We are considering the application of the learning
technique in other, more complex scenarios, such as an
evacuation of a train with about 500 agents, complex geometry
with exit signs and time pressure. We are also interested in
a scenario where cooperation / collaboration is required, in
order to investigate the possible emergence of the cooperation
in the agent model, through the learning process. This
experimentation should consider situations with and without direct
communication between the agents.</p>
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