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Here - Agents Lab - University of Nottingham

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OriginalAdaptive10410 210 1(a) Program A520 1,000 2,00000 1,000 2,00000 1,000 2,000(b) Program B(c) Program C30810 3 (d) Program A20610 210 10 2,000 4,0001000 2,000 4,0004200 2,000 4,000(e) Program B(f) Program CFig. 2: Comparison <strong>of</strong> the number <strong>of</strong> moves (y-axis) over successive episodes (xaxis)to solve randomly generated worlds <strong>of</strong> four (top row) and six (bottom row)blocks, with original (light shade) and adaptive (dark shade) rule ordering.ResultsFigure 2 shows the results <strong>of</strong> running the programs A, B, and C, with andwithout adaptive behaviours enabled (in dark and light shading respectively).Figure 2a, Figure 2b, and Figure 2c are results for problems with four blocks,while Figure 2d, Figure 2e, and Figure 2f are for problems with six blocks.Program A: In Figure 2a, the light shading shows that the average number<strong>of</strong> steps taken by the original A to solve problems with four blocks is around350 moves. This is not very surprising since A is really only trying to solve theproblem using random moves. The dark shading shows the results for the sameset <strong>of</strong> problems and the same A, but using adaptive rule ordering. While initiallythe program performs similarly as it tries to find the first few solutions,it improves to around seven moves per problem by 100 episodes. Beyond thatit improves progressively and by the end <strong>of</strong> the experiment at 2000 episodesthe program takes around five moves per problem. Compared to our baselineprogram that averages 2(n − √ n) = 4, i.e., four moves for a problem with fourblocks, we can already see that the learnt ordering gives competitive perfor-159

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