首页> 外文会议>Mexican International Conference on Artificial Intelligence(MICAI 2006); 20061113-17; Apizaco(MX) >Comparing Fuzzy Naive Bayes and Gaussian Naive Bayes for Decision Making in RoboCup 3D
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Comparing Fuzzy Naive Bayes and Gaussian Naive Bayes for Decision Making in RoboCup 3D

机译:在RoboCup 3D中比较模糊朴素贝叶斯和高斯朴素贝叶斯的决策

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Learning and making decisions in a complex uncertain mul-tiagent environment like RoboCup Soccer Simulation 3D is a non-trivial task. In this paper, a probabilistic approach to handle such uncertainty in RoboCup 3D is proposed, specifically a Naive Bayes classifier. Although its conditional independence assumption is not always accomplished, it has proved to be successful in a whole range of applications. Typically, the Naive Bayes model assumes discrete attributes, but in RoboCup 3D the attributes are continuous. In literature, Naive Bayes has been adapted to handle continuous attributes mainly using Gaussian distributions or dis-cretizing the domain, both of which present certain disadvantages. In the former, the probability density of attributes is not always well-fitted by a normal distribution. In the latter, there can be loss of information. Instead of discretizing, the use of a Fuzzy Naive Bayes classifier is proposed in which attributes do not take a single value, but a set of values with a certain membership degree. Gaussian and Fuzzy Naive Bayes classifiers are implemented for the pass evaluation skill of 3D agents. The classifiers are trained with different number of training examples and different number of attributes. Each generated classifier is tested in a scenario with three teammates and four opponents. Additionally, Gaussian and Fuzzy approaches are compared versus a random pass selector. Finally, it is shown that the Fuzzy Naive Bayes approach offers very promising results in the RoboCup 3D domain.
机译:在诸如RoboCup Soccer Simulation 3D之类的复杂不确定的多元环境中学习和制定决策是一项艰巨的任务。在本文中,提出了一种在RoboCup 3D中处理此类不确定性的概率方法,特别是Naive Bayes分类器。尽管它的条件独立性假设并不总是可以实现的,但已证明它在整个应用程序中都是成功的。通常,朴素贝叶斯模型采用离散属性,但在RoboCup 3D中,这些属性是连续的。在文献中,朴素贝叶斯已经适应处理连续属性,主要使用高斯分布或离散化域,这两种方法都存在某些缺点。在前者中,属性的概率密度并不总是通过正态分布很好地拟合。在后者中,可能会丢失信息。提议不使用离散化,而是使用模糊朴素贝叶斯分类器,其中属性不是采用单个值,而是具有一定隶属度的一组值。实现高斯和模糊朴素贝叶斯分类器以实现3D代理的通过评估技能。使用不同数量的训练示例和不同数量的属性来训练分类器。在三个队友和四个对手的情况下测试每个生成的分类器。另外,将高斯和模糊方法与随机通过选择器进行比较。最后,证明了模糊朴素贝叶斯方法在RoboCup 3D域中提供了非常有希望的结果。

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