6 research outputs found

    On cognition, adaptation and homeostasis : analysis and synthesis of bio-inspired computational tools applied to robot autonomous navigation

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    Orientadores: Fernando Jose Von Zuben, Patricia Amancio VargasDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de ComputaçãoResumo: Este trabalho tem como objetivos principais estudar, desenvolver e aplicar duas ferramentas computacionais bio-inspiradas em navegação autônoma de robôs. A primeira delas é representada pelos Sistemas Classificadores com Aprendizado, sendo que utilizou-se uma versão da proposta original, baseada em energia, e uma versão baseada em precisão. Adicionalmente, apresenta-se uma análise do processo de evolução das regras de inferência e da população final obtida. A segunda ferramenta trata de um modelo denominado sistema homeostático artificial evolutivo, composto por duas redes neurais artificiais recorrentes do tipo NSGasNets e um sistema endócrino artificial. O ajuste dos parâmetros do sistema é feito por meio de evolução, reduzindo-se a necessidade de codificação e parametrização a priori. São feitas análises de suas peculiaridades e de sua capacidade de adaptação. A motivação das duas propostas está no emprego conjunto de evolução e aprendizado, etapas consideradas fundamentais para a síntese de sistemas complexos adaptativos e modelagem computacional de processos cognitivos. Os experimentos visando validar as propostas envolvem simulação computacional em ambientes virtuais e implementações em um robô real do tipo Khepera II.Abstract: The objectives of this work are to study, develop and apply two bio-inspired computational tools in robot autonomous navigation. The first tool is represented by Learning Classifier Systems, using the strength-based and the accuracy-based models. Additionally, the rule evolution mechanisms and the final evolved populations are analyzed. The second tool is a model called evolutionary artificial homeostatic system, composed of two NSGasNet recurrent artificial neural networks and an artificial endocrine system. The parameters adjustment is made by means of evolution, reducing the necessity of a priori coding and parametrization. Analysis of the system's peculiarities and its adaptation capability are made. The motivation of both proposals is on the concurrent use of evolution and learning, steps considered fundamental for the synthesis of complex adaptive systems and the computational modeling of cognitive processes. The experiments, which aim to validate both proposals, involve computational simulation in virtual environments and implementations on real Khepera II robots.MestradoEngenharia de ComputaçãoMestre em Engenharia Elétric

    Comparison of Adaptive Behaviors of an Animat in Different Markovian 2-D Environments Using XCS Classifier Systems

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    RÉSUMÉ Le mot "Animat" fut introduit par Stewart W. Wilson en 1985 et a rapidement gagné en popularité dans la lignée des conférences SAB (Simulation of Adaptive Behavior: From Animals to Animats) qui se sont tenues entre 1991 à 2010. Comme la signification du terme "animat" a passablement évoluée au cours de ces années, il est important de préciser que nous avons choisi d'étudier l'animat tel que proposée originellement par Wilson. La recherche sur les animats est un sous-domaine du calcul évolutif, de l'apprentissage machine, du comportement adaptatif et de la vie artificielle. Le but ultime des recherches sur les animats est de construire des animaux artificiels avec des capacités sensorimotrices limitées, mais capables d'adopter un comportement adaptatif pour survivre dans un environnement imprévisible. Différents scénarios d'interaction entre un animat et un environnement donné ont été étudiés et rapportés dans la littérature. Un de ces scénario est de considérer un problème d'animat comme un problème d'apprentissage par renforcement (tel que les processus de décision markovien) et de le résoudre par l'apprentissage de systèmes de classeurs (LCS, Learning Classification Systems) possédant une certaine capacité de généralisation. L'apprentissage d'un système de classification LCS est équivalent à un système qui peut apprendre des chaînes simples de règles en interagissant avec l'environnement et en reçevant diverses récompenses. Le XCS (eXtended Classification System) introduit par Wilson en 1995 est le LCS le plus populaire actuellement. Il utilise le Q-Learning pour résoudre les problèmes d'affectation de crédit (récompense), et il sépare les variables d'adaptation de l'algorithme génétique de celles reliées au mécanisme d'attribution des récompenses. Dans notre recherche, nous avons étudié les performances de XCS, et plusieurs de ses variantes, pour gérer un animat explorant différents types d'environnements 2D à la recherche de nourriture. Les environnements 2D traditionnellement nommés WOODS1, WOODS2 et MAZE5 ont été étudiés, de même que des environnements S2DM (Square 2D Maze) que nous avons conçus pour notre étude. Les variantes de XCS sont XCSS (avec l'opérateur "Specify" qui permet de diminuer la portée de certains classificateurs), et XCSG (avec la descente du gradient en fonction des valeurs de prédiction).---------- Abstract The word “Animat” was introduced by Stewart W. Wilson in 1985 and became popular since the SAB line conferences “Simulation of Adaptive Behavior: from Animals to Animats” that were held between 1991 and 2010. Since the use of this word in the scientific literature has fairly evolved over the years, it is important to specify in this thesis that we have chosen to adopt the definition that was originally proposed by Wilson. The research on animat is a subfield of evolutionary computation, machine learning, adaptive behavior and artificial life. The ultimate goal of animat research is to build artificial animals with limited sensory-motor capabilities but able to behave in an adaptive way to survive in an unknown environment. Different scenarios of interaction between a given animat and a given environment have been studied and reported in the literature. One of the scenarios is to consider animat problems as a reinforcement learning problem (such as a Markov decision processes) and solve it by Learning Classifier Systems (LCS) with certain generalization ability. A Learning classifier system is equivalent to a learning system that can learn simple strings of rules by interacting with the environment and receiving diverse payoffs (rewards). The XCS (eXtented Classification System) [1], introduced by Wilson in 1995, is the most popular Learning Classifier System at the moment. It uses Q-learning to deal with the problem of credit assignment and it separates the fitness variable for genetic algorithm from those linked to credit assignment mechanisms. In our research, we have studied XCS performances and many of its variants, to manage an animat exploring different types of 2D environments in search of food. 2D environments traditionally named WOODS1, WOODS 2 and MAZE5 have been studied, as well as several designed S2DM (SQUARE 2D MAZE) environments which we have conceived for our study. The variants of XCS are XCSS (with the Specify operator which allows removing detrimental rules), and XCSG (using gradient descent according to the prediction value)

    Controlled self-organisation using learning classifier systems

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    The complexity of technical systems increases, breakdowns occur quite often. The mission of organic computing is to tame these challenges by providing degrees of freedom for self-organised behaviour. To achieve these goals, new methods have to be developed. The proposed observer/controller architecture constitutes one way to achieve controlled self-organisation. To improve its design, multi-agent scenarios are investigated. Especially, learning using learning classifier systems is addressed
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