Keepaway is a sub-problem of RoboCup Soccer Simulator in which 'the keepers' try to maintain the possession of the ball, while 'the takers' try to steal the ba...
The goal in automatic programming is to get a computer to perform a task by telling it what needs to be done, rather than by explicitly programming it. This paper considers the ta...
In this paper, we propose to develop the supervised classification method Fuzzy Pattern Matching to be in addition a non supervised one. The goal is to monitor dynamic systems with...
Learning algorithms often obtain relatively low average payoffs in repeated general-sum games between other learning agents due to a focus on myopic best-response and one-shot Nas...
Imitation learning, also called learning by watching or programming by demonstration, has emerged as a means of accelerating many reinforcement learning tasks. Previous work has s...