Homepage: https://elpa.gnu.org/packages/landmark.html
Author: Terrence Brannon
Updated:
Neural-network robot that learns landmarks
To try this, just type: M-x landmark-test-run Landmark is a relatively non-participatory game in which a robot attempts to maneuver towards a tree at the center of the window based on unique olfactory cues from each of the 4 directions. If the smell of the tree increases, then the weights in the robot's brain are adjusted to encourage this odor-driven behavior in the future. If the smell of the tree decreases, the robots weights are adjusted to discourage that odor-driven behavior. In laymen's terms, the search space is initially flat. The point of training is to "turn up the edges of the search space" so that the robot rolls toward the center. Further, do not become alarmed if the robot appears to oscillate back and forth between two or a few positions. This simply means it is currently caught in a local minimum and is doing its best to work its way out. The version of this program as described has a small problem. a move in a net direction can produce gross credit assignment. for example, if moving south will produce positive payoff, then, if in a single move, one moves east,west and south, then both east and west will be improved when they shouldn't The source code was developed as part of a course on Brain Theory and Neural Networks at the University of Southern California. The original problem description and solution appeared in 1981 in the paper "Landmark Learning: An Illustration of Associative Search" authored by Andrew G. Barto and Richard S. Sutton and published to Biological Cybernetics. Many thanks to Yuri Pryadkinfor this concise problem description. _* Require