Robotic Path Planning by Q Learning and a Performance Comparison with Classical Path Finding Algorithms

Phalgun Chintala, Rolf Dornberger, T. Hanne
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引用次数: 3

Abstract

—Q Learning is a form of reinforcement learning for path finding problems that does not require a model of the environment. It allows the agent to explore the given environment and the learning is achieved by maximizing the rewards for the set of actions it takes. In the recent times, Q Learning approaches have proven to be successful in various applications ranging from navigation systems to video games. This paper proposes a Q learning based method that supports path planning for robots. The paper also discusses the choice of parameter values and suggests optimized parameters when using such a method. The performance of the most popular path finding algorithms such as A* and Dijkstra algorithm have been compared to the Q learning approach and were able to outperform Q learning with respect to computation time and resulting path length.
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基于Q学习的机器人路径规划及其与经典寻径算法的性能比较
q学习是一种用于寻路问题的强化学习形式,不需要环境模型。它允许智能体探索给定的环境,并且通过最大化它所采取的一系列行动的奖励来实现学习。最近,Q学习方法在从导航系统到视频游戏的各种应用中被证明是成功的。提出了一种基于Q学习的机器人路径规划方法。文中还讨论了该方法参数值的选择,并提出了优化参数。最流行的寻径算法(如A*和Dijkstra算法)的性能已经与Q学习方法进行了比较,并且能够在计算时间和结果路径长度方面优于Q学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
2.80
自引率
0.00%
发文量
25
期刊介绍: International Journal of Mechanical Engineering and Robotics Research. IJMERR is a scholarly peer-reviewed international scientific journal published bimonthly, focusing on theories, systems, methods, algorithms and applications in mechanical engineering and robotics. It provides a high profile, leading edge forum for academic researchers, industrial professionals, engineers, consultants, managers, educators and policy makers working in the field to contribute and disseminate innovative new work on Mechanical Engineering and Robotics Research.
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