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Tactical reward shaping for large-scale combat by multi-agent reinforcement learning
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作者 DUO Nanxun WANG Qinzhao +1 位作者 LYU Qiang WANG Wei 《Journal of Systems Engineering and Electronics》 CSCD 2024年第6期1516-1529,共14页
Future unmanned battles desperately require intelli-gent combat policies,and multi-agent reinforcement learning offers a promising solution.However,due to the complexity of combat operations and large size of the comb... Future unmanned battles desperately require intelli-gent combat policies,and multi-agent reinforcement learning offers a promising solution.However,due to the complexity of combat operations and large size of the combat group,this task suffers from credit assignment problem more than other rein-forcement learning tasks.This study uses reward shaping to relieve the credit assignment problem and improve policy train-ing for the new generation of large-scale unmanned combat operations.We first prove that multiple reward shaping func-tions would not change the Nash Equilibrium in stochastic games,providing theoretical support for their use.According to the characteristics of combat operations,we propose tactical reward shaping(TRS)that comprises maneuver shaping advice and threat assessment-based attack shaping advice.Then,we investigate the effects of different types and combinations of shaping advice on combat policies through experiments.The results show that TRS improves both the efficiency and attack accuracy of combat policies,with the combination of maneuver reward shaping advice and ally-focused attack shaping advice achieving the best performance compared with that of the base-line strategy. 展开更多
关键词 deep reinforcement learning multi-agent reinforce-ment learning multi-agent combat unmanned battle reward shaping
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UAV Frequency-based Crowdsensing Using Grouping Multi-agent Deep Reinforcement Learning
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作者 Cui ZHANG En WANG +2 位作者 Funing YANG Yong jian YANG Nan JIANG 《计算机科学》 CSCD 北大核心 2023年第2期57-68,共12页
Mobile CrowdSensing(MCS)is a promising sensing paradigm that recruits users to cooperatively perform sensing tasks.Recently,unmanned aerial vehicles(UAVs)as the powerful sensing devices are used to replace user partic... Mobile CrowdSensing(MCS)is a promising sensing paradigm that recruits users to cooperatively perform sensing tasks.Recently,unmanned aerial vehicles(UAVs)as the powerful sensing devices are used to replace user participation and carry out some special tasks,such as epidemic monitoring and earthquakes rescue.In this paper,we focus on scheduling UAVs to sense the task Point-of-Interests(PoIs)with different frequency coverage requirements.To accomplish the sensing task,the scheduling strategy needs to consider the coverage requirement,geographic fairness and energy charging simultaneously.We consider the complex interaction among UAVs and propose a grouping multi-agent deep reinforcement learning approach(G-MADDPG)to schedule UAVs distributively.G-MADDPG groups all UAVs into some teams by a distance-based clustering algorithm(DCA),then it regards each team as an agent.In this way,G-MADDPG solves the problem that the training time of traditional MADDPG is too long to converge when the number of UAVs is large,and the trade-off between training time and result accuracy could be controlled flexibly by adjusting the number of teams.Extensive simulation results show that our scheduling strategy has better performance compared with three baselines and is flexible in balancing training time and result accuracy. 展开更多
关键词 UAV Crowdsensing Frequency coverage Grouping multi-agent deep reinforcement learning
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Cooperative multi-target hunting by unmanned surface vehicles based on multi-agent reinforcement learning 被引量:2
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作者 Jiawei Xia Yasong Luo +3 位作者 Zhikun Liu Yalun Zhang Haoran Shi Zhong Liu 《Defence Technology(防务技术)》 SCIE EI CAS CSCD 2023年第11期80-94,共15页
To solve the problem of multi-target hunting by an unmanned surface vehicle(USV)fleet,a hunting algorithm based on multi-agent reinforcement learning is proposed.Firstly,the hunting environment and kinematic model wit... To solve the problem of multi-target hunting by an unmanned surface vehicle(USV)fleet,a hunting algorithm based on multi-agent reinforcement learning is proposed.Firstly,the hunting environment and kinematic model without boundary constraints are built,and the criteria for successful target capture are given.Then,the cooperative hunting problem of a USV fleet is modeled as a decentralized partially observable Markov decision process(Dec-POMDP),and a distributed partially observable multitarget hunting Proximal Policy Optimization(DPOMH-PPO)algorithm applicable to USVs is proposed.In addition,an observation model,a reward function and the action space applicable to multi-target hunting tasks are designed.To deal with the dynamic change of observational feature dimension input by partially observable systems,a feature embedding block is proposed.By combining the two feature compression methods of column-wise max pooling(CMP)and column-wise average-pooling(CAP),observational feature encoding is established.Finally,the centralized training and decentralized execution framework is adopted to complete the training of hunting strategy.Each USV in the fleet shares the same policy and perform actions independently.Simulation experiments have verified the effectiveness of the DPOMH-PPO algorithm in the test scenarios with different numbers of USVs.Moreover,the advantages of the proposed model are comprehensively analyzed from the aspects of algorithm performance,migration effect in task scenarios and self-organization capability after being damaged,the potential deployment and application of DPOMH-PPO in the real environment is verified. 展开更多
关键词 Unmanned surface vehicles multi-agent deep reinforcement learning Cooperative hunting Feature embedding Proximal policy optimization
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Targeted multi-agent communication algorithm based on state control
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作者 Li-yang Zhao Tian-qing Chang +3 位作者 Lei Zhang Jie Zhang Kai-xuan Chu De-peng Kong 《Defence Technology(防务技术)》 SCIE EI CAS CSCD 2024年第1期544-556,共13页
As an important mechanism in multi-agent interaction,communication can make agents form complex team relationships rather than constitute a simple set of multiple independent agents.However,the existing communication ... As an important mechanism in multi-agent interaction,communication can make agents form complex team relationships rather than constitute a simple set of multiple independent agents.However,the existing communication schemes can bring much timing redundancy and irrelevant messages,which seriously affects their practical application.To solve this problem,this paper proposes a targeted multiagent communication algorithm based on state control(SCTC).The SCTC uses a gating mechanism based on state control to reduce the timing redundancy of communication between agents and determines the interaction relationship between agents and the importance weight of a communication message through a series connection of hard-and self-attention mechanisms,realizing targeted communication message processing.In addition,by minimizing the difference between the fusion message generated from a real communication message of each agent and a fusion message generated from the buffered message,the correctness of the final action choice of the agent is ensured.Our evaluation using a challenging set of Star Craft II benchmarks indicates that the SCTC can significantly improve the learning performance and reduce the communication overhead between agents,thus ensuring better cooperation between agents. 展开更多
关键词 multi-agent deep reinforcement learning State control Targeted interaction Communication mechanism
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Variable reward function-driven strategies for impulsive orbital attack-defense games under multiple constraints and victory conditions
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作者 Liran Zhao Sihan Xu +1 位作者 Qinbo Sun Zhaohui Dang 《Defence Technology(防务技术)》 2025年第9期159-183,共25页
This paper investigates impulsive orbital attack-defense(AD)games under multiple constraints and victory conditions,involving three spacecraft:attacker,target,and defender.In the AD scenario,the attacker aims to breac... This paper investigates impulsive orbital attack-defense(AD)games under multiple constraints and victory conditions,involving three spacecraft:attacker,target,and defender.In the AD scenario,the attacker aims to breach the defender's interception to rendezvous with the target,while the defender seeks to protect the target by blocking or actively pursuing the attacker.Four different maneuvering constraints and five potential game outcomes are incorporated to more accurately model AD game problems and increase complexity,thereby reducing the effectiveness of traditional methods such as differential games and game-tree searches.To address these challenges,this study proposes a multiagent deep reinforcement learning solution with variable reward functions.Two attack strategies,Direct attack(DA)and Bypass attack(BA),are developed for the attacker,each focusing on different mission priorities.Similarly,two defense strategies,Direct interdiction(DI)and Collinear interdiction(CI),are designed for the defender,each optimizing specific defensive actions through tailored reward functions.Each reward function incorporates both process rewards(e.g.,distance and angle)and outcome rewards,derived from physical principles and validated via geometric analysis.Extensive simulations of four strategy confrontations demonstrate average defensive success rates of 75%for DI vs.DA,40%for DI vs.BA,80%for CI vs.DA,and 70%for CI vs.BA.Results indicate that CI outperforms DI for defenders,while BA outperforms DA for attackers.Moreover,defenders achieve their objectives more effectively under identical maneuvering capabilities.Trajectory evolution analyses further illustrate the effectiveness of the proposed variable reward function-driven strategies.These strategies and analyses offer valuable guidance for practical orbital defense scenarios and lay a foundation for future multi-agent game research. 展开更多
关键词 Orbital attack-defense game Impulsive maneuver multi-agent deep reinforcement learning Reward function design
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Research on virtual entity decision model for LVC tactical confrontation of army units 被引量:4
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作者 GAO Ang GUO Qisheng +3 位作者 DONG Zhiming TANG Zaijiang ZHANG Ziwei FENG Qiqi 《Journal of Systems Engineering and Electronics》 SCIE EI CSCD 2022年第5期1249-1267,共19页
According to the requirements of the live-virtual-constructive(LVC)tactical confrontation(TC)on the virtual entity(VE)decision model of graded combat capability,diversified actions,real-time decision-making,and genera... According to the requirements of the live-virtual-constructive(LVC)tactical confrontation(TC)on the virtual entity(VE)decision model of graded combat capability,diversified actions,real-time decision-making,and generalization for the enemy,the confrontation process is modeled as a zero-sum stochastic game(ZSG).By introducing the theory of dynamic relative power potential field,the problem of reward sparsity in the model can be solved.By reward shaping,the problem of credit assignment between agents can be solved.Based on the idea of meta-learning,an extensible multi-agent deep reinforcement learning(EMADRL)framework and solving method is proposed to improve the effectiveness and efficiency of model solving.Experiments show that the model meets the requirements well and the algorithm learning efficiency is high. 展开更多
关键词 live-virtual-constructive(LVC) army unit tactical confrontation(TC) intelligent decision model multi-agent deep reinforcement learning
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