122 research outputs found

    Towards Evolving More Brain-Like Artificial Neural Networks

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    An ambitious long-term goal for neuroevolution, which studies how artificial evolutionary processes can be driven to produce brain-like structures, is to evolve neurocontrollers with a high density of neurons and connections that can adapt and learn from past experience. Yet while neuroevolution has produced successful results in a variety of domains, the scale of natural brains remains far beyond reach. In this dissertation two extensions to the recently introduced Hypercube-based NeuroEvolution of Augmenting Topologies (HyperNEAT) approach are presented that are a step towards more brain-like artificial neural networks (ANNs). First, HyperNEAT is extended to evolve plastic ANNs that can learn from past experience. This new approach, called adaptive HyperNEAT, allows not only patterns of weights across the connectivity of an ANN to be generated by a function of its geometry, but also patterns of arbitrary local learning rules. Second, evolvable-substrate HyperNEAT (ES-HyperNEAT) is introduced, which relieves the user from deciding where the hidden nodes should be placed in a geometry that is potentially infinitely dense. This approach not only can evolve the location of every neuron in the network, but also can represent regions of varying density, which means resolution can increase holistically over evolution. The combined approach, adaptive ES-HyperNEAT, unifies for the first time in neuroevolution the abilities to indirectly encode connectivity through geometry, generate patterns of heterogeneous plasticity, and simultaneously encode the density and placement of nodes in space. The dissertation culminates in a major application domain that takes a step towards the general goal of adaptive neurocontrollers for legged locomotion

    Multiagent Learning Through Indirect Encoding

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    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

    Born to learn: The inspiration, progress, and future of evolved plastic artificial neural networks

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    Biological plastic neural networks are systems of extraordinary computational capabilities shaped by evolution, development, and lifetime learning. The interplay of these elements leads to the emergence of adaptive behavior and intelligence. Inspired by such intricate natural phenomena, Evolved Plastic Artificial Neural Networks (EPANNs) use simulated evolution in-silico to breed plastic neural networks with a large variety of dynamics, architectures, and plasticity rules: these artificial systems are composed of inputs, outputs, and plastic components that change in response to experiences in an environment. These systems may autonomously discover novel adaptive algorithms, and lead to hypotheses on the emergence of biological adaptation. EPANNs have seen considerable progress over the last two decades. Current scientific and technological advances in artificial neural networks are now setting the conditions for radically new approaches and results. In particular, the limitations of hand-designed networks could be overcome by more flexible and innovative solutions. This paper brings together a variety of inspiring ideas that define the field of EPANNs. The main methods and results are reviewed. Finally, new opportunities and developments are presented

    Learning From Geometry In Learning For Tactical And Strategic Decision Domains

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    Artificial neural networks (ANNs) are an abstraction of the low-level architecture of biological brains that are often applied in general problem solving and function approximation. Neuroevolution (NE), i.e. the evolution of ANNs, has proven effective at solving problems in a variety of domains. Information from the domain is input to the ANN, which outputs its desired actions. This dissertation presents a new NE algorithm called Hypercube-based NeuroEvolution of Augmenting Topologies (HyperNEAT), based on a novel indirect encoding of ANNs. The key insight in HyperNEAT is to make the algorithm aware of the geometry in which the ANNs are embedded and thereby exploit such domain geometry to evolve ANNs more effectively. The dissertation focuses on applying HyperNEAT to tactical and strategic decision domains. These domains involve simultaneously considering short-term tactics while also balancing long-term strategies. Board games such as checkers and Go are canonical examples of such domains; however, they also include real-time strategy games and military scenarios. The dissertation details three proposed extensions to HyperNEAT designed to work in tactical and strategic decision domains. The first is an action selector ANN architecture that allows the ANN to indicate its judgements on every possible action all at once. The second technique is called substrate extrapolation. It allows learning basic concepts at a low resolution, and then increasing the resolution to learn more advanced concepts. The iii final extension is geometric game-tree pruning, whereby HyperNEAT can endow the ANN the ability to focus on specific areas of a domain (such as a checkers board) that deserve more inspection. The culminating contribution is to demonstrate the ability of HyperNEAT with these extensions to play Go, a most challenging game for artificial intelligence, by combining HyperNEAT with UC

    Effective Task Transfer Through Indirect Encoding

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    An important goal for machine learning is to transfer knowledge between tasks. For example, learning to play RoboCup Keepaway should contribute to learning the full game of RoboCup soccer. Often approaches to task transfer focus on transforming the original representation to fit the new task. Such representational transformations are necessary because the target task often requires new state information that was not included in the original representation. In RoboCup Keepaway, changing from the 3 vs. 2 variant of the task to 4 vs. 3 adds state information for each of the new players. In contrast, this dissertation explores the idea that transfer is most effective if the representation is designed to be the same even across different tasks. To this end, (1) the bird’s eye view (BEV) representation is introduced, which can represent different tasks on the same two-dimensional map. Because the BEV represents state information associated with positions instead of objects, it can be scaled to more objects without manipulation. In this way, both the 3 vs. 2 and 4 vs. 3 Keepaway tasks can be represented on the same BEV, which is (2) demonstrated in this dissertation. Yet a challenge for such representation is that a raw two-dimensional map is highdimensional and unstructured. This dissertation demonstrates how this problem is addressed naturally by the Hypercube-based NeuroEvolution of Augmenting Topologies (HyperNEAT) approach. HyperNEAT evolves an indirect encoding, which compresses the representation by exploiting its geometry. The dissertation then explores further exploiting the power of such encoding, beginning by (3) enhancing the configuration of the BEV with a focus on iii modularity. The need for further nonlinearity is then (4) investigated through the addition of hidden nodes. Furthermore, (5) the size of the BEV can be manipulated because it is indirectly encoded. Thus the resolution of the BEV, which is dictated by its size, is increased in precision and culminates in a HyperNEAT extension that is expressed at effectively infinite resolution. Additionally, scaling to higher resolutions through gradually increasing the size of the BEV is explored. Finally, (6) the ambitious problem of scaling from the Keepaway task to the Half-field Offense task is investigated with the BEV. Overall, this dissertation demonstrates that advanced representations in conjunction with indirect encoding can contribute to scaling learning techniques to more challenging tasks, such as the Half-field Offense RoboCup soccer domain

    Quality Diversity: Harnessing Evolution to Generate a Diversity of High-Performing Solutions

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    Evolution in nature has designed countless solutions to innumerable interconnected problems, giving birth to the impressive array of complex modern life observed today. Inspired by this success, the practice of evolutionary computation (EC) abstracts evolution artificially as a search operator to find solutions to problems of interest primarily through the adaptive mechanism of survival of the fittest, where stronger candidates are pursued at the expense of weaker ones until a solution of satisfying quality emerges. At the same time, research in open-ended evolution (OEE) draws different lessons from nature, seeking to identify and recreate processes that lead to the type of perpetual innovation and indefinitely increasing complexity observed in natural evolution. New algorithms in EC such as MAP-Elites and Novelty Search with Local Competition harness the toolkit of evolution for a related purpose: finding as many types of good solutions as possible (rather than merely the single best solution). With the field in its infancy, no empirical studies previously existed comparing these so-called quality diversity (QD) algorithms. This dissertation (1) contains the first extensive and methodical effort to compare different approaches to QD (including both existing published approaches as well as some new methods presented for the first time here) and to understand how they operate to help inform better approaches in the future. It also (2) introduces a new technique for encoding neural networks for evolution with indirect encoding that contain multiple sensory or output modalities. Further, it (3) explores the idea that QD can act as an engine of open-ended discovery by introducing an expressive platform called Voxelbuild where QD algorithms continually evolve robots that stack blocks in new ways. A culminating experiment (4) is presented that investigates evolution in Voxelbuild over a very long timescale. This research thus stands to advance the OEE community\u27s desire to create and understand open-ended systems while also laying the groundwork for QD to realize its potential within EC as a means to automatically generate an endless progression of new content in real-world applications

    Training Neural Networks Through the Integration of Evolution and Gradient Descent

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    Neural networks have achieved widespread adoption due to both their applicability to a wide range of problems and their success relative to other machine learning algorithms. The training of neural networks is achieved through any of several paradigms, most prominently gradient-based approaches (including deep learning), but also through up-and-coming approaches like neuroevolution. However, while both of these neural network training paradigms have seen major improvements over the past decade, little work has been invested in developing algorithms that incorporate the advances from both deep learning and neuroevolution. This dissertation introduces two new algorithms that are steps towards the integration of gradient descent and neuroevolution for training neural networks. The first is (1) the Limited Evaluation Evolutionary Algorithm (LEEA), which implements a novel form of evolution where individuals are partially evaluated, allowing rapid learning and enabling the evolutionary algorithm to behave more like gradient descent. This conception provides a critical stepping stone to future algorithms that more tightly couple evolutionary and gradient descent components. The second major algorithm (2) is Divergent Discriminative Feature Accumulation (DDFA), which combines a neuroevolution phase, where features are collected in an unsupervised manner, with a gradient descent phase for fine tuning of the neural network weights. The neuroevolution phase of DDFA utilizes an indirect encoding and novelty search, which are sophisticated neuroevolution components rarely incorporated into gradient descent-based systems. Further contributions of this work that build on DDFA include (3) an empirical analysis to identify an effective distance function for novelty search in high dimensions and (4) the extension of DDFA for the purpose of discovering convolutional features. The results of these DDFA experiments together show that DDFA discovers features that are effective as a starting point for gradient descent, with significant improvement over gradient descent alone. Additionally, the method of collecting features in an unsupervised manner allows DDFA to be applied to domains with abundant unlabeled data and relatively sparse labeled data. This ability is highlighted in the STL-10 domain, where DDFA is shown to make effective use of unlabeled data
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