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(Adaptive Behavioral Programming)
(Reference Materials)
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== Reference Materials ==
 
== Reference Materials ==
 
* Paper: [http://www.wisdom.weizmann.ac.il/~harel/papers/Adaptive%20BP.pdf Adaptive Behavioral Programming]
 
* Paper: [http://www.wisdom.weizmann.ac.il/~harel/papers/Adaptive%20BP.pdf Adaptive Behavioral Programming]
* See [http://www.wisdom.weizmann.ac.il/~bprogram/code/ReinforcementLearningBPJ.zip reference materials ]
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* http://www.wisdom.weizmann.ac.il/~bprogram/code/ReinforcementLearningBPJ.zip Code and examples]
  
 
== Contents of reference material ==
 
== Contents of reference material ==

Revision as of 18:51, 27 April 2014

Adaptive Behavioral Programming

We introduce a way to program adaptive reactive systems, using behavioral programming. Extending the semantics of BPJ with reinforcements allows the programmer not only to specify what the system should do or must not do, but also what it should try to do, in an intuitive and incremental way. By integrating behavioral programs with reinforcement learning methods, the program can adapt to the environment, and try to achieve the desired goals.

Reference Materials

Contents of reference material

  • A base version of BPJ
  • A Java library with extensions to BPJ for reinforcement learning. Import and add to the classpath
  • Example: A Salad cutting robot. The b-threads provide an underspecification for a simulated robot that needs to pick up vegetables, cut them and serve them to customers. Using reinforcement learning, the robot learns the correct o in which to execute these actions.
  • Example: Tic Tac Toe, where the application learns how to play despite underspecification.