MixedDeepReinforcementLearning Behaviortree
MixedDeepReinforcementLearning Behaviortree
Agents Design
a b
Lei Li , Lei Wang, Yuanzhi Li and Jie Sheng
Department of Automation, University of Science and Technology of China, Hefei 230027, Anhui, China
Keywords: Reinforcement Learning, Behavior Tree, Intelligent Agents, Option Framework, Unity 3D.
Abstract: Intelligent agent design has increasingly enjoyed the great advancements in real-world applications but most
agents are also required to possess the capacities of learning and adapt to complicated environments. In this
work, we investigate a general and extendable model of mixed behavior tree (MDRL-BT) upon the option
framework where the hierarchical architecture simultaneously involves different deep reinforcement learning
nodes and normal BT nodes. The emphasis of this improved model lies in the combination of neural net-
work learning and restrictive behavior framework without conflicts. Moreover, the collaborative nature of two
aspects can bring the benefits of expected intelligence, scalable behaviors and flexible strategies for agents.
Afterwards, we enable the execution of the model and search for the general construction pattern by focusing
on popular deep RL algorithms, PPO and SAC. Experimental performances in both Unity 2D and 3D environ-
ments demonstrate the feasibility and practicality of MDRL-BT by comparison with the-state-of-art models.
Furthermore, we embed the curiosity mechanism into the MDRL-BT to facilitate the extensions.
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Li, L., Wang, L., Li, Y. and Sheng, J.
Mixed Deep Reinforcement Learning-behavior Tree for Intelligent Agents Design.
DOI: 10.5220/0010316901130124
In Proceedings of the 13th International Conference on Agents and Artificial Intelligence (ICAART 2021) - Volume 1, pages 113-124
ISBN: 978-989-758-484-8
Copyright c 2021 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
ICAART 2021 - 13th International Conference on Agents and Artificial Intelligence
ecution. As discussed in prior contents, there ex- tions of this paper is intended to contain the follow-
ist ubiquitous shortcomings in practicability above. ing aspects: firstly, we demonstrate a general model
It’s significant for us to embed the deep RL into MDRL-BT combined flexibly with different deep op-
BT and offer a valid model pattern. According to tions and a simple training procedure to design an in-
(de Pontes Pereira and Engel, 2015), a series of sub- telligent agent. Besides, we investigate potential traits
tasks can be abstractly transformed into a reinforce- of MDRL-BT for an effective training model. The la-
ment learning node and in turn BT, profiting from its tent variable generative models and primitive process
hierarchical architecture, can be enhanced reasonably of learning can be strengthened with mixed deep RL
by absorbing these nodes. In both theoretical and ex- algorithms including PPO and SAC by comparative
perimental aspects at last, the model named MDRL- experiments. Furthermore, we set up experiments on
BT can availably incorporate heteogeneous deep RL Unity 3D environment for high quality physics sim-
nodes and normal BT nodes to produce a considerable ulations and revise a simple and unified reward func-
improvement in intelligent agents design. tion about scores and time. Finally, the MDRL-BT
model with curiosity is implemented practically in an
empirical 2D application.
The remainder of this paper is structured in the
2 RELATED WORK following: The introduction of intelligent agents and
corresponding research are presented firstly. After-
The fundamental theories of BT arouse out of (Mateas wards, the theories of BT and RL and analysis of
and Stern, 2002; Isla, 2005; Florez-Puga et al., 2009). MDRL-BT architecture are introduced in detail. In
(Mateas and Stern, 2002) provided a behavior lan- the model section, we outline the framework based
guage designed specifically for authoring believable on options and bring the RL nodes into BT. At the
agents with rich personality as a primitive forerunner. same time, we facilitate the execution of the model.
(Isla, 2005) centering on scalable decision-making In the experiments, we build up some experiments
used BT to handle complexity in the Halo2 AI. (Sub- to search for better performance and draw some con-
agyo et al., 2016) enriches behavior tree with emotion clusions from the results. Finally, we summarize the
to simulate multi-behavior NPCs in re evacuation. work and look forward to the future research direc-
The deep RL originates from the paper (Mnih tion.
et al., 2013) with the enforcement of CNN network
directly. (Mnih et al., 2015) has stricken a great suc-
cess by developing a deep Q-network (DQN) in this
field. (Schulman et al., 2015) proposes Trust Region 3 PRELIMINARIES
Policy Optimization (TRPO) in policy optimization.
On the basis of TRPO, Proximal Policy Optimization Formally speaking, a behaviour tree is composed of
(PPO) (Schulman et al., 2017) takes the minibatch up- some nodes and directed edges where internal nodes
date and optimizes a surrogate objective function with called composite nodes and leaf nodes known as ac-
stochastic gradient ascent. Soft actor-critic (SAC) are tion nodes are connected by edges.
proposed by Haarnoja (Haarnoja et al., 2018) to max- Each node is classified by the execution strategy
imize expected reward and entropy in Actor-Critic in the following. Sequence, analogies to logical-and
(AC). operation, returns Failure once one of the children
The concept of integrating RL into BT has been fails, otherwise Success. Note that Fallback nodes,
put forward to alleviate the endeavors of manual pro- equivalent to logical-or, are appropriate for executing
gramming in some research. (Zhang et al., 2017) the first success nodes. Condition nodes represent a
combines BT with MAXQ to induce constrained and proposition check and instantly return Success if the
adaptive behavior generation. (Dey and Child, 2013) condition holds or Failure if not yet. All Action nodes
presents Q-learning behaviour trees (QL-BT). In the having specific codes return Success if the action cor-
(de Pontes Pereira and Engel, 2015), a formal den- rectly completes, Failure if it is impossible to con-
ition of learning nodes is applicable to address the tinue and Running when the process is ongoing.
problem of learning capabilities in constrained agents. The execution of BT operates with a tick gener-
Yanchang Fu in (Fu et al., 2016) carries out simu- ated by a root node at a given frequency, which prop-
lation experiments including 3 opponent agents with agates in depth first. When receiving the signal, the
RL-BT. In (Kartasev, 2019) there are detailed descrip- node invokes its execution, enables the corresponding
tions of Hierarchical reinforcement learning and Semi behaviors or traverses the tick to children. Each node
Markov Decision Processes in BT. except root completes with the return status of Run-
Compared with the relevant works, the contribu- ning, Success or Failure, which is transferred to the
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Mixed Deep Reinforcement Learning-behavior Tree for Intelligent Agents Design
parent for determining the next routine. Until the root regularization to maximize a trade-off between explo-
node terminates, a new tick always comes into being ration and exploitation with the acceleration of the
from root with a cyclical loop. learning process. The agent at every time step obtains
The key problem of RL aims at maximizing cumu- an augmented reward proportional to the expected en-
lative rewards in the interactions with environments. tropy of the policy over ρπ with trade-off coefficient
At time step t, the agent in a given state st ∈ S de- α:
cides on an action at ∈ A with respect to a mapping
T
relationship called the policy π : S → A, then receives
a reward signal rt and reaches a new state st+1 ∈ S.
J(π) = ∑ E(st ,at )∼ρπ [r(st , at ) + αH (π(·|st ))] (4)
t=0
In a given environment, S is a complete description
of state space and A often represents the set of all
valid actions. Generally speaking, the entire sequence 4 MODEL
of states, actions and reward can be considered as an
infinite-horizon discounted Markov Decision Process
(MDP), defined by the tuple (S, A, p, r). The state The general approach for maintaining the superiority
transition probability p demonstrates the probability of RL and BT together is to apply the option frame-
density of the next state st+1 in the condition of the work to BT. On this basis, deep RL algorithms can be
current state st ∈ S and action at ∈ A. To represent imbedded unaffectedly in the learning nodes to obtain
the long-term cumulative reward, the discount fac- observation information and make decisions in accor-
tor γ is considered to avoid the infinite total reward: dance with the learned policy. In the meantime, the
Rt = ∑Ti=t γi−t ri (si , ai ). learning nodes are claimed to keep the feasible and
In Q-learning, to evaluate the expected return of a constrained characteristics of normal nodes. Deriv-
policy, a value function is defined: V π (s) = Eπ [Rt |st = ing from recursive BT, the generated model MDRL-
s] and the state-action value function is the expected BT stresses on a relatively simple and efficient real-
return for an action a performed at state s : Qπ (s, a) = ization and implements an optimized execution with
Eπ [Rt |st = s, at = a]. From the Bellman equation, these nodes.
the recursive relationship can be shown: Qπ (st , at ) =
Eπ [rt+1 + γQπ (st+1 , at+1 )|st = s, at = a]. In DQN 4.1 The Option Framework in BT
(Mnih et al., 2015), a deep convolutional neural net-
work is used to approximate the optimal action-value
function as follows: The central trait of MDRL-BT focuses on an idea that
a big task can be decomposed into multiple smaller
Q∗ (s, a) = max E[rt + γrr+t + ...|st = s, at = a, π] (1) tasks in BT and several nodes associated with a task
π
can aggregate into a learning node. Each divided
In the policy network (Silver et al., 2014) , log task reduces the non-linear increase of dimensional-
loss and discount reward are used to update the pol- ity with the size of the observation and action space,
icy guide gradient. The policy can be updated as the similar to the essence of Hierarchical Reinforcement
equation: Learning (HRL) and Semi Markov Decision Pro-
∇θ J(µθ ) = Es∼ρµ [∇θ µθ (s)∇a Qµ (s, a)|a=µθ (s) ] (2) cesses (SMDP) based on the option framework pro-
posed in (Sutton et al., 1998). In the framework, a
Mathematically, the advantage function which is primary option is initialized in a certain state and then
crucially important for policy gradient methods is de- a sub-option is adopted by the learning strategy. After
fined by Aπ (s, a) = Qπ (s, a) −V π (s). Proximal policy that, the sub-option proceeds until it terminates and
optimization (PPO) (Schulman et al., 2017) breaks another option continues like the running process of
down the return function into the return function by BT.
the old strategy plus other terms with the monotonic An option is a 3-tuple consisting of three elements
improvement guarantee and gives a definition of the < I , π, β > where : I ⊆ S indicates the initial state of
probability ratio: rt (θ) = π πθ (a(at |st |st )t ) and rt (θold ) = 1. option, π : S × O → [0, 1](O = s∈S Os ) represents the
S
θold
The main objective of PPO is the following: semi-markov policy which is a probability distribu-
tion function based on state space and option space,
L(θ) = Êt [min(rt (θ)Ât , clip(rt (θ), 1 − ε, 1 + ε)Ât )] µ : S × O × A → [0, 1] with additional action space
(3) defines the intra-option policy. For each state s, the
Soft Actor Critic(SAC) (Haarnoja et al., 2018), an available options are represented by O (s). When the
extended stochastic off-policy optimization approach present state s is an element of I , a corresponding op-
based on actor-critic formulation, centers on entropy tion is successfully initialized. The bellman equation
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Figure 2: The structure of MDRL-BT contains four categories. The blue option nodes refer to the two kinds of learning nodes
with deep RL algorithms. The blank nodes indicate the normal BT nodes and the green rectangle with imaginary line is not a
tree node but the input of external state of environment or initial design settings.
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MDRL-BT combined with this type of node can be in ably with the demonstrations for solving complicated
possess of flexible structure and have certain general- problems and improving learning efficiency of the
ity in applications. tree.
The blue action nodes are the learning action A myriad of flexible classical algorithms are in-
nodes which collects the local state to improve pol- corporated concurrently when different blue nodes are
icy with continuous or discrete actions. The nodes adopted, giving rise to the nature of BT. It’s plausible
with meticulous reward function can facilitate imple- that MDRL-BT can reap the advantage of BT and RL
mentation of subtask and simplify large-scale archi- and can vary with practical applications to cater for
tecture. In the presence of several learning action designers’ needs. The next part would introduce the
nodes with the similar action space, reward function execution process and effective reward function.
and task goals, it is recommended that a RL brain can
be independent of these nodes and keep parallel con- 4.4 MDRL-BT Execution
nection for reusability and time saving, such as details
in Experiment 1. Accompanying the MDRL-BT with There are N learning children of core option with
this blue action nodes in essence extends the BT to unfixed execution time interval Tn , policy πn , the
MDRL-BT. corresponding state Sn , action space An , reward Rn
(n ∈ [1, N]) and M normal nodes with time interval
Composite nodes and action nodes are subsumed
Tm and degree of goal completion Gm . Uniformly the
together into blank nodes. For the blank option nodes
core option has Tc ,πc ,Sc ,Ac ,Rc . Along with the begin-
they can be conventional identified types of Fallback,
ning of MDRL-BT, the core option gathers observa-
Sequence, Parallel, Decorator mentioned above. The
tion sc ∈ Sc and take an action ac ∈ Ac , get the tuple
priority setting, p(s) → R mapping the state to pri-
results of index order (i1 , i2 ..., iN ). At the time t, we
ority value, is the function of the execution order de-
can get the following equation.
signed initially as the input. The blank nodes of Ac-
tion or Condition with typical commands are com- (i1 , i2 ..., iN )t = atc |πc (stc ), atc ∈ Ac , stc ∈ Sc , (9)
mon indivisible units. As the granularity of MDRL-
BT, the executable action nodes can be defined prefer- The execution flow of MDRL-BT can be summa-
rized detailedly in figure 3. Up to now, the tuple
< stc ,atc ,rtc ,st+1
c >, where sc is the global state of next
t+1
episode, can be stored in its buffer trajectories τ for
experience replay. The subsequent procedure may be
easily adapted to other learning options with a plural-
ity of subspaces because of the recursive inference for
subtree. In the local time interval, the children moti-
vate MDPs, considered explicitly as the sub episode
of the high level.
It’s an assumption that the first k children nodes
has finished with Success status and the ik+1 node
aborts the next execution. It is derived that the total
time of core option is the sum of first k normal exe-
cution time where ε is the total error of transfroming
time and Tc corresponds to the amount of the whole
tree execution time.
k
Tc = ∑ Ti j + ε (10)
j=1
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guisher3 for fire1 and fire2 both. That’s the same case quent movement manipulation of agents than SAC
that every object is generated arbitrarily in any cor- which is the same difference between PPO(BT ppo )
ner of the environment and more walls are added to and SAC(BTsac ). PPO(BT ppo ) appears more stable
hamper the movement of the agent. What’s more, the and behaves as well as the independent RL on the ta-
victims, extinguishers and fire may be randomly ab- ble 1 but it takes more steps to converge. Adopting
sent at the outset of every episode. This highlights the PPO nodes can yield the better objective of scores and
dynamically changing of the environment and reaches time.
the number of 28 kinds of different situations totally.
MDRL-BT vs RL. According to the quantitative
In addition, the active criminal is moving all the time
analysis of training steps in experiment 2, the frame-
with a slow velocity and will stay away from the agent
within a certain distance in the face of agent.
Table 1: Evaluation statistics. Exp is about experiment type.
S and T respectively show scores and time. Mean means an
5.2 Results and Analysis average value. The full score reaches 100 and the unit of T
is seconds.
In this section, the performances for the trials are sub- Exp Model Mean S Mean T Train
jected to contrastive analysis. The examinations are BT 92.4365 13.2821 -
carried out to corroborate the benefit of mixed com- PPO 96.5761 9.0265 107
ponents. SAC 95.4983 13.1198 107
PPO vs SAC. Figure 8(a) indicates that indepen- BT ppo 96.5513 9.5955 107
1
dent PPO and SAC can rapidly converge. Although BTsac 96.1467 11.2166 107
the reward of SAC with the preponderance of sample- Option ppo 97.4605 8.8977 5 ∗ 106
efficient learning can get close to one in a short time Optionsac 97.7533 8.5394 3 ∗ 106
and in contrast it takes a long time for PPO to ar- Option pre 97.7208 8.2931 1 ∗ 106
rive, it is apparent in table 1 and figure 9 that in the
PPO 71.2845 12.2972 3 ∗ 107
perspective of scores and time the PPO outperforms
2 SAC 84.8081 17.5410 3 ∗ 107
readily SAC due to the influence of the sensitive hy-
BT ppo 94.2582 12.3749 3 ∗ 107
perparameters tuning and frequent policy updates of
SAC in discrete action space. Therefore, it is hy- other - - 1 ∗ 108
3
pothesized that PPO is more applicable to the fre- mixed 90.2595 19.5666 1 ∗ 108
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work for modeling constrained yet adaptive agents re- 2D. On the basis of 3D experiment, we explore
veals the character of BT and surpasses the behavior the 2D game environment in figure 4(c)(d) built by
of PPO and SAC quite a few. The sequential strategy corgi engine to verify the other features of MDRL-
time-consuming for the independent RL algorithms is BT model. The corgi agent with BT ppo is required
exhibited favorably by MDRL-BT for simplification to collect the coins scattered all over the corners in a
and efficiency. limited time. What’s more, curiosity is employed in
Option Nodes. Table 1 especially shows that the MDRL-BT and in figure 8(f) both models can be
all models with learning core option and PPO ac- trained well enough but curiosity (Burda et al., 2018)
tion nodes can outperform the other methods and can get a little better result.
present an optima. Respectively, Optionsac with less
training steps but thoroughly performs better than
Option ppo from figure 8(b) and table 1, because SAC 6 CONCLUSIONS
is particularly appropriate for low frequency updates
and its sample efficiency consequently exceeds PPO. This paper has researched a mixed model for invent-
Option pre with pre-trained action nodes can almost ing an intelligent agent. We do some surveys on con-
keep in line with Optionsac in scores with the less textual backgrounds and related studies to explore the
steps. It is indicated that Option pre can be a supe- promotion of agent designs. Enough efforts about
rior choice in complicated models for the reduction of the combination of deep RL and BT have been made
training steps. To sum up, learning action nodes with by digging deep into the theoretical basis and ex-
PPO deals with complex environmental dynamics and isting correlations. As a specialization of option-
option nodes with SAC quickly handle planning and framework, MDRL-BT architecture is refined on the
scheduling in the construction of MDRL-BT. strength of deep learning nodes and BT construction.
MDRL-BT vs Others. The behavior of wall We accomplish the execution synchronization of RL
touching or breaking rules with a reduction of scores and BT and define an appropriate rewards function to
and rewards in experiment 3 makes the scenario no- prescribe the desired decisions. Several virtual simu-
ticeably troublesome and the agent must be in posses- lations are implemented on Unity 2D and 3D environ-
sion of some intelligence to manage and conduct its ments to employ semantics and structure of MDRL-
behavior across the environment. In figure 8(d), the BT. The mixed model also varies slightly with the
independent PPO and SAC which beforehand fall into complexity for displaying the special attributes.
a local dilemma hardly proceed with training and a The insights gained from results may be of assis-
simple model of BT ppo is incapable of achieving good tance to intelligent agents. MDRL-BT, reflecting the
performance due to the dynamic rewards and the pun- integrated advantage in the theorem, empirically out-
ishment of far too much walls touching. Nevertheless, weights the BT and RL and can be successfully ap-
the MDRL-BT with the model in figure 7 successfully plied to 2D and 3D environments. When especially
addresses the issues as table 1 and figure8 (e) shows. faced with complicated affairs or sequential tasks, the
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MDRL-BT keeps the mind of hierarchies by decom- ICLR 2018 : International Conference on Learning
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