3,955 research outputs found

    The fallacy of general purpose bio-inspired computing

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    Bio-inspired computing comes in many flavours, inspired by biological systems from which salient features and/or organisational principles have been idealised and abstracted. These bio-inspired schemes have sometimes been demonstrated to be general purpose; able to approximate arbitrary dynamics, encode arbitrary structures, or even carry out universal computation. The generality of these abilities is typically (although often implicitly) reasoned to be an attractive and worthwhile trait. Here, it is argued that such reasoning is fallacious. Natural systems are nichiversal rather than universal, and we should expect the computational systems that they inspire to be similarly limited in their performance, even if they are ultimately capable of generality in their competence. Practical and methodological implications of this position for the use of bio-inspired computing within artificial life are outlined

    Informative and misinformative interactions in a school of fish

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    It is generally accepted that, when moving in groups, animals process information to coordinate their motion. Recent studies have begun to apply rigorous methods based on Information Theory to quantify such distributed computation. Following this perspective, we use transfer entropy to quantify dynamic information flows locally in space and time across a school of fish during directional changes around a circular tank, i.e. U-turns. This analysis reveals peaks in information flows during collective U-turns and identifies two different flows: an informative flow (positive transfer entropy) based on fish that have already turned about fish that are turning, and a misinformative flow (negative transfer entropy) based on fish that have not turned yet about fish that are turning. We also reveal that the information flows are related to relative position and alignment between fish, and identify spatial patterns of information and misinformation cascades. This study offers several methodological contributions and we expect further application of these methodologies to reveal intricacies of self-organisation in other animal groups and active matter in general

    SwarMAV: A Swarm of Miniature Aerial Vehicles

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    As the MAV (Micro or Miniature Aerial Vehicles) field matures, we expect to see that the platform's degree of autonomy, the information exchange, and the coordination with other manned and unmanned actors, will become at least as crucial as its aerodynamic design. The project described in this paper explores some aspects of a particularly exciting possible avenue of development: an autonomous swarm of MAVs which exploits its inherent reliability (through redundancy), and its ability to exchange information among the members, in order to cope with a dynamically changing environment and achieve its mission. We describe the successful realization of a prototype experimental platform weighing only 75g, and outline a strategy for the automatic design of a suitable controller

    The bees algorithm: Modelling nature to solve complex optimisation problems

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    The Bees Algorithm models the foraging behaviour of honey bees in order to solve optimisation problems. The algorithm performs a kind of exploitative neighbourhood search combined with random explorative search. This paper describes the Bees Algorithm and presents two application examples: the training of neural networks to predict the energy efficiency of buildings, and the solution of the protein folding problem. The Bees Algorithm proved its effectiveness and speed, and obtained very competitive modelling accuracies compared with other state-of-the-art methods

    Open-Ended Evolutionary Robotics: an Information Theoretic Approach

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    This paper is concerned with designing self-driven fitness functions for Embedded Evolutionary Robotics. The proposed approach considers the entropy of the sensori-motor stream generated by the robot controller. This entropy is computed using unsupervised learning; its maximization, achieved by an on-board evolutionary algorithm, implements a "curiosity instinct", favouring controllers visiting many diverse sensori-motor states (sms). Further, the set of sms discovered by an individual can be transmitted to its offspring, making a cultural evolution mode possible. Cumulative entropy (computed from ancestors and current individual visits to the sms) defines another self-driven fitness; its optimization implements a "discovery instinct", as it favours controllers visiting new or rare sensori-motor states. Empirical results on the benchmark problems proposed by Lehman and Stanley (2008) comparatively demonstrate the merits of the approach

    To boldly go:an occam-π mission to engineer emergence

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    Future systems will be too complex to design and implement explicitly. Instead, we will have to learn to engineer complex behaviours indirectly: through the discovery and application of local rules of behaviour, applied to simple process components, from which desired behaviours predictably emerge through dynamic interactions between massive numbers of instances. This paper describes a process-oriented architecture for fine-grained concurrent systems that enables experiments with such indirect engineering. Examples are presented showing the differing complex behaviours that can arise from minor (non-linear) adjustments to low-level parameters, the difficulties in suppressing the emergence of unwanted (bad) behaviour, the unexpected relationships between apparently unrelated physical phenomena (shown up by their separate emergence from the same primordial process swamp) and the ability to explore and engineer completely new physics (such as force fields) by their emergence from low-level process interactions whose mechanisms can only be imagined, but not built, at the current time

    'Selfish herds' of guppies follow complex movement rules, but not when information is limited

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    Under the threat of predation, animals can decrease their level of risk by moving towards other individuals to form compact groups. A significant body of theoretical work has proposed multiple movement rules, varying in complexity, which might underlie this process of aggregation. However, if and how animals use these rules to form compact groups is still not well under- stood, and how environmental factors affect the use of these rules even less so. Here, we evaluate the success of different movement rules, by comparing their predictions with the movement seen when shoals of guppies ( Poecilia reticulata ) form under the threat of predation. We repeated the experiment in a turbid environment to assess how the use of the movement rules changed when visual information is reduced. During a simulated predator attack, guppies in clear water used complex rules that took multiple neighbours into account, forming compact groups. In turbid water, the difference between all rule predictions and fish movement paths increased, particularly for complex rules, and the resulting shoals were more fragmented than in clear water. We conclude that guppies are able to use complex rules to form dense aggregations, but that environmental factors can limit their ability to do so
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