
The proposed method has a very good performance regarding the convergence speed and the (remarkable) advantage that it does not rely on any empirically chosen parameter (as step value), which is always a problem for BKP methods.

The proposed way of modifying the learning rate r is:
·
Compute
an initial r and set i =1. J0 available
from previous iteration.
·
Compute
the weights' variation Dw using the conjugate
gradients with restart formula
compute the weights w = wk + r×Dw
using w determine J1
·
If J1<J0
Repeat
i = i + 1
compute the weights w = wk + (r×ui)×Dw
using w determine Ji
Until Ji>Ji-1
wk+1:=wk+(r×ui-1) ×Dw
Else Repeat
i = i + 1
compute the weights w = wk + (r/ui)×Dw
using w determine Ji
Until Ji<J0
wk+1 = wk +
(r/ui)×w
·
proceed
to the next iteration.
The ui array may be the 2's powers array
(ui=2i), but we prefer the Fibonacci array (1,1,2,3,5,8,
.. i.e. ui=ui-1+ui-2) for its good results
proved on the optimization theory.
The initial choosing ofr at each iteration is very
important: 
which r should be large enough to
exit local minimums, but not too large to avoid repeating, at each iteration,
the same step decreasing procedure. On simulations, we used the formula given
in the equation. r is an uniform random number
within (0,1), niterat counts for how many iterations does the
criterion J decrease with less than 1‰ and rmean is the arithmetic mean of r's values for the last 10
iterations (too large or too small values being eliminated). At the beginning
of the learning process, rmean is 0.1.
We test the performance of the classical BKP method, BKP with Term Proportion, BKP with Term Proportion and Restart and Conjugate Gradient BKP against each other and the new BKP proposed method. For tests, we used 6 well-known problems: number’s parity, bit counting, multiplexor problem, pattern recognition, associative memory, function emulation. Experimental results prove that in all cases the new BKP method gives better results. The range of the results obtained (for 10 different random initial values of the weights) for the multiplexor problem is presented in the figure (1 -classic BKP, 2 - new BKP method, 3 - Conjugate Gradient BKP). In such a context we implemented a feed-forward neural network made up by three layers. The ANN has 20 inputs (two for each of the 19 players and the ball because the goalkeepers have no role to play in this simplified strategy). The player inputs are composed of two bits enabling to represent four different vectors describing the location and speed of the players, related to each agent (that means, four distinct tactical components of the overall picture).
The proposed architecture is a trade-off between flexibility and redeced complexity. Its main features, representing our intention to experiment new approaches are: a) dividing the middle layer into a symbolic processing part and a subsymbolic one; b) training the neural network for each team they have to meet; c) training it also for each player; d) the high proportion of the coach instructions contribution in the agent behavior. The implementation is based on a new method, better than the classic BKP for its shorter searching time and for its ability to escape from local minima.