327 research outputs found
Cooperative coevolution of morphologically heterogeneous robots
Morphologically heterogeneous multirobot teams have
shown significant potential in many applications. While cooperative coevolutionary algorithms can be used for synthesising controllers for heterogeneous multirobot systems, they
have been almost exclusively applied to morphologically homogeneous systems. In this paper, we investigate if and
how cooperative coevolutionary algorithms can be used to
evolve behavioural control for a morphologically heterogeneous multirobot system. Our experiments rely on a simulated task, where a ground robot with a simple sensor-actuator
configuration must cooperate tightly with a more complex
aerial robot to find and collect items in the environment. We
first show how differences in the number and complexity of
skills each robot has to learn can impair the effectiveness of
cooperative coevolution. We then show how coevolution’s
effectiveness can be improved using incremental evolution or
novelty-driven coevolution. Despite its limitations, we show
that coevolution is a viable approach for synthesising control
for morphologically heterogeneous systems.info:eu-repo/semantics/publishedVersio
Novel approaches to cooperative coevolution of heterogeneous multiagent systems
Tese de doutoramento, Informática (Engenharia Informática), Universidade de Lisboa, Faculdade de Ciências, 2017Heterogeneous multirobot systems are characterised by the morphological and/or behavioural heterogeneity of their constituent robots. These systems have a number of advantages over the more common homogeneous multirobot systems: they can leverage specialisation for increased efficiency, and they can solve tasks that are beyond the reach of any single type of robot, by combining the capabilities of different robots. Manually designing control for heterogeneous systems is a challenging endeavour, since the desired system behaviour has to be decomposed into behavioural rules for the individual robots, in such a way that the team as a whole cooperates and takes advantage of specialisation. Evolutionary robotics is a promising alternative that can be used to automate the synthesis of controllers for multirobot systems, but so far, research in the field has been mostly focused on homogeneous systems, such as swarm robotics systems. Cooperative coevolutionary algorithms (CCEAs) are a type of evolutionary algorithm that facilitate the evolution of control for heterogeneous systems, by working over a decomposition of the problem. In a typical CCEA application, each agent evolves in a separate population, with the evaluation of each agent depending on the cooperation with agents from the other coevolving populations. A CCEA is thus capable of projecting the large search space into multiple smaller, and more manageable, search spaces. Unfortunately, the use of cooperative coevolutionary algorithms is associated with a number of challenges. Previous works have shown that CCEAs are not necessarily attracted to the global optimum, but often converge to mediocre stable states; they can be inefficient when applied to large teams; and they have not yet been demonstrated in real robotic systems, nor in morphologically heterogeneous multirobot systems. In this thesis, we propose novel methods for overcoming the fundamental challenges in cooperative coevolutionary algorithms mentioned above, and study them in multirobot domains: we propose novelty-driven cooperative coevolution, in which premature convergence is avoided by encouraging behavioural novelty; and we propose Hyb-CCEA, an extension of CCEAs that places the team heterogeneity under evolutionary control, significantly improving its scalability with respect to the team size. These two approaches have in common that they take into account the exploration of the behaviour space by the evolutionary process. Besides relying on the fitness function for the evaluation of the candidate solutions, the evolutionary process analyses the behaviour of the evolving agents to improve the effectiveness of the evolutionary search. The ultimate goal of our research is to achieve general methods that can effectively synthesise controllers for heterogeneous multirobot systems, and therefore help to realise the full potential of this type of systems. To this end, we demonstrate the proposed approaches in a variety of multirobot domains used in previous works, and we study the application of CCEAs to new robotics domains, including a morphological heterogeneous system and a real robotic system.Fundação para a Ciência e a Tecnologia (FCT, PEst-OE/EEI/LA0008/2011
Embodied Evolution in Collective Robotics: A Review
This paper provides an overview of evolutionary robotics techniques applied
to on-line distributed evolution for robot collectives -- namely, embodied
evolution. It provides a definition of embodied evolution as well as a thorough
description of the underlying concepts and mechanisms. The paper also presents
a comprehensive summary of research published in the field since its inception
(1999-2017), providing various perspectives to identify the major trends. In
particular, we identify a shift from considering embodied evolution as a
parallel search method within small robot collectives (fewer than 10 robots) to
embodied evolution as an on-line distributed learning method for designing
collective behaviours in swarm-like collectives. The paper concludes with a
discussion of applications and open questions, providing a milestone for past
and an inspiration for future research.Comment: 23 pages, 1 figure, 1 tabl
Multiagent Learning Through Indirect Encoding
Designing a system of multiple, heterogeneous agents that cooperate to achieve a common goal is a difficult task, but it is also a common real-world problem. Multiagent learning addresses this problem by training the team to cooperate through a learning algorithm. However, most traditional approaches treat multiagent learning as a combination of multiple single-agent learning problems. This perspective leads to many inefficiencies in learning such as the problem of reinvention, whereby fundamental skills and policies that all agents should possess must be rediscovered independently for each team member. For example, in soccer, all the players know how to pass and kick the ball, but a traditional algorithm has no way to share such vital information because it has no way to relate the policies of agents to each other. In this dissertation a new approach to multiagent learning that seeks to address these issues is presented. This approach, called multiagent HyperNEAT, represents teams as a pattern of policies rather than individual agents. The main idea is that an agent’s location within a canonical team layout (such as a soccer team at the start of a game) tends to dictate its role within that team, called the policy geometry. For example, as soccer positions move from goal to center they become more offensive and less defensive, a concept that is compactly represented as a pattern. iii The first major contribution of this dissertation is a new method for evolving neural network controllers called HyperNEAT, which forms the foundation of the second contribution and primary focus of this work, multiagent HyperNEAT. Multiagent learning in this dissertation is investigated in predator-prey, room-clearing, and patrol domains, providing a real-world context for the approach. Interestingly, because the teams in multiagent HyperNEAT are represented as patterns they can scale up to an infinite number of multiagent policies that can be sampled from the policy geometry as needed. Thus the third contribution is a method for teams trained with multiagent HyperNEAT to dynamically scale their size without further learning. Fourth, the capabilities to both learn and scale in multiagent HyperNEAT are compared to the traditional multiagent SARSA(λ) approach in a comprehensive study. The fifth contribution is a method for efficiently learning and encoding multiple policies for each agent on a team to facilitate learning in multi-task domains. Finally, because there is significant interest in practical applications of multiagent learning, multiagent HyperNEAT is tested in a real-world military patrolling application with actual Khepera III robots. The ultimate goal is to provide a new perspective on multiagent learning and to demonstrate the practical benefits of training heterogeneous, scalable multiagent teams through generative encoding
Robotic clusters: Multi-robot systems as computer clusters A topological map merging demonstration
In most multi-robot systems, an individual robot is not capable of solving computationally hard problems due to lack of high processing power. This paper introduces the novel concept of robotic clusters to empower these systems in their problem solving. A robotic cluster is a group of individual robots which are able to share their processing resources, therefore, the robots can solve difficult problems by using the processing units of other robots. The concept, requirements, characteristics and architecture of robotic clusters are explained and then the problem of “topological map merging” is considered as a case study to describe the details of the presented idea and to evaluate its functionality. Additionally, a new parallel algorithm for solving this problem is developed. The experimental results proved that the robotic clusters remarkably speedup computations in multi-robot systems. The proposed mechanism can be used in many other robotic applications and has the potential to increase the performance of multi-robot systems especially for solving problems that need high processing resources
Evolution of collective behaviors for a real swarm of aquatic surface robots
Swarm robotics is a promising approach for the coordination of large numbers of robots. While previous studies have shown that evolutionary robotics techniques can be applied to obtain robust and efficient self-organized behaviors for robot swarms, most studies have been conducted in simulation, and the few that have been conducted on real robots have been confined to laboratory environments. In this paper, we demonstrate for the first time a swarm robotics system with evolved control successfully operating in a real and uncontrolled environment. We evolve neural network-based controllers in simulation for canonical swarm robotics tasks, namely homing, dispersion, clustering, and monitoring. We then assess the performance of the controllers on a real swarm of up to ten aquatic surface robots. Our results show that the evolved controllers transfer successfully to real robots and achieve a performance similar to the performance obtained in simulation. We validate that the evolved controllers display key properties of swarm intelligence-based control, namely scalability, flexibility, and robustness on the real swarm. We conclude with a proof-of-concept experiment in which the swarm performs a complete environmental monitoring task by combining multiple evolved controllers.info:eu-repo/semantics/publishedVersio
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Adaptive Multiagent Traffic Management for Autonomous Robotic Systems
There is growing commercial interest in the use of unmanned aerial vehicles (UAVs) in urban environments, specifically for package delivery applications. However, the size, complexity and sheer numbers of expected UAVs makes conventional air traffic management that relies on human air traffic controllers infeasible. To enable UAVs to safely and efficiently operate in congested environments, it is essential to develop autonomous UAV management strategies.
We introduce a dynamic hierarchical traffic control model that reacts to traffic conditions instantaneously to reduce congestion in the airspace. An obstacle-filled airspace lends itself to a modelling as a graph structure similar to a road network. We introduce controller agents, which set costs across the airspace. These agents control traffic similarly to adaptive metering lights in highway traffic. UAVs then plan their paths based on the costs (e.g. conflicts, or delays) they see for traversing particular parts of the airspace. This provides us a decentralized method for reducing traffic in an airspace
Our hierarchical structure allows us to separate the traffic reduction problem from the individual robot navigation problem. Each robot does not explicitly coordinate with others in the airspace. Instead, robots execute their own individual internal cost-based planner to travel between locations. We then use neuro-evolution to provide incentives to these cost-based planners to reduce traffic in the environment.
Traffic quality can be expressed in several different ways. We first evaluate traffic our traffic reduction policies in terms of `conflicts', which characterizes situations where an aircraft comes too close to another for safety in a physical space. We then examine traffic in terms of the amount of `delay' that all agents incur, which assumes that there is a structure to ensure only a safe number of UAVs occupy the same area. Finally, we look at the total travel time that a UAV can expect to take from the moment it enters the airspace until the time it gets to its destination.
To facilitate an exploration of the UTM problem without waiting for a full simulation of UAVS running with A* , we develop an abstraction of the UTM domain that preserves the core UTM problem. We then investigate performance under differing levels of traffic, a well as two different agent structures. Our results show similar performance for both agent definitions, with delay reduction of up to 68% in high traffic cases.
With a fast version of the UTM problem, we explore the effect of redefining the control structure such that links, or edges of the UTM graph, set costs individually. This shifts the control paradigm toward controlling directional travel rather than areas in the space, as was the case with sector agents used in previous approaches. Due to our graph structure, we find that there are far more control elements in the link agent approach than in the sector agent approach. We identify a tradeoff; link agents give finer control, but the coordination problem for the sector agents is easier because there are fewer sector agents. This indicates that we can improve performance out of a more distributed link-based setup if we address the challenges of multiagent coordination. However, the UAV traffic management domain presents a uniquely difficult coordination problem; each agent's action can affect the perceived value of every other agent's actions. This means that there is an excessive amount of noise in the system, as another agent's action can have a lot of impact on the reward an agent receives.
We reduce the amount of multiagent noise by reducing the number of agents that are capable of learning. We identify that some agents have more ability to influence traffic based on the topology and traffic profile of the graph. This metric we call impactfulness. We use this metric to improve the learning by removing less impactful agents from the learning process, making a more stationary system in which the impactful agents can learn.
The contributions of this work are to:
- Introduce a cost-based traffic management approach that is platform-agnostic and fast to implement.
- Develop a multiagent approach to setting costs in this traffic management system that is adaptive to traffic conditions and learns long-term effects of management decisions.
- Create an abstraction of UAV traffic that captures key physical attributes, creating a fast and flexible simulation method.
- Quantify agent contributions to system performance by experimenting with single agent learning, single agent exclusion, and a sliding number of agents learning in the system.Keywords: Planning, UAV, Multiagen
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Multiagent learning for locomotion and coordination in tensegrity robotics
Tensegrity structures are composed of pure compressional elements that are connected via a network of pure tensional elements. The concept of tensegrity promises numerous advantages to the field of robotics. Tensegrity robots are, however, notoriously difficult to control due to their oscillatory nature and nonlinear interaction between the components. Multiagent learning, a subtopic of artificial intelligence, provides the tools to address challenges of tensegrity robots. In multiagent learning, multiple entities simultaneously learn a task together while interacting with each other through the environment. This approach can be applied at two different levels: both to coordinate teams of multiple robots, and to control a single robot where different agents control different parts of the robot. In this work, we consider both cases, and apply two multiagent learning approaches (Reinforcement Learning and Evolutionary Algorithms) to tensegrity robotics problems at different levels. First, we take the model of an icosahedron robot, and use multiagent learning to control different parts. We use coevolutionary algorithms and fitness shaping to develop learning based robust rolling locomotion algorithm. After the locomotion aspect, we study multi-robot coordination using multiagent reinforcement learning and reward shaping methods. At this phase, we study reward shaping and develop methods to use reward shaping to improve the cooperation between multiple tensegrity robots. We explain how these results are simulated and validated by using physical tensegrity robots. Last, we explain how these results helped design and development of a tensegrity robot with rolling capability: SUPERBall
Using MapReduce Streaming for Distributed Life Simulation on the Cloud
Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp
Emergent Behavior Development and Control in Multi-Agent Systems
Emergence in natural systems is the development of complex behaviors that result from the aggregation of simple agent-to-agent and agent-to-environment interactions. Emergence research intersects with many disciplines such as physics, biology, and ecology and provides a theoretical framework for investigating how order appears to spontaneously arise in complex adaptive systems. In biological systems, emergent behaviors allow simple agents to collectively accomplish multiple tasks in highly dynamic environments; ensuring system survival. These systems all display similar properties: self-organized hierarchies, robustness, adaptability, and decentralized task execution. However, current algorithmic approaches merely present theoretical models without showing how these models actually create hierarchical, emergent systems. To fill this research gap, this dissertation presents an algorithm based on entropy and speciation - defined as morphological or physiological differences in a population - that results in hierarchical emergent phenomena in multi-agent systems. Results show that speciation creates system hierarchies composed of goal-aligned entities, i.e. niches. As niche actions aggregate into more complex behaviors, more levels emerge within the system hierarchy, eventually resulting in a system that can meet multiple tasks and is robust to environmental changes. Speciation provides a powerful tool for creating goal-aligned, decentralized systems that are inherently robust and adaptable, meeting the scalability demands of current, multi-agent system design. Results in base defense, k-n assignment, division of labor and resource competition experiments, show that speciated populations create hierarchical self-organized systems, meet multiple tasks and are more robust to environmental change than non-speciated populations
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