22 research outputs found

    Forcing neurocontrollers to exploit sensory symmetry through hard-wired modularity in the game of Cellz

    Get PDF
    Several attempts have been made in the past to construct encoding schemes that allow modularity to emerge in evolving systems, but success is limited. We believe that in order to create successful and scalable encodings for emerging modularity, we first need to explore the benefits of different types of modularity by hard-wiring these into evolvable systems. In this paper we explore different ways of exploiting sensory symmetry inherent in the agent in the simple game Cellz by evolving symmetrically identical modules. It is concluded that significant increases in both speed of evolution and final fitness can be achieved relative to monolithic controllers. Furthermore, we show that a simple function approximation task that exhibits sensory symmetry can be used as a quick approximate measure of the utility of an encoding scheme for the more complex game-playing task

    Neuro-Controllers, scalability and adaptation

    Get PDF
    A Layered Evolution (LE) paradigm based method for the generation of a neuron-controller is developed and verified through simulations and experimentally. It is intended to solve scalability issues in systems with many behavioral modules. Each and every module is a genetically evolved neuro-controller specialized in performing a different task. The main goal is to reach a combination of different basic behavioral elements using different artificial neural-network paradigms concerning mobile robot navigation in an unknown environment. The obtained controller is evaluated over different scenarios in a structured environment, ranging from a detailed simulation model to a real experiment. Finally most important implies are shown through several focuses

    Evolution of Neural Networks for Helicopter Control: Why Modularity Matters

    Get PDF
    The problem of the automatic development of controllers for vehicles for which the exact characteristics are not known is considered in the context of miniature helicopter flocking. A methodology is proposed in which neural network based controllers are evolved in a simulation using a dynamic model qualitatively similar to the physical helicopter. Several network architectures and evolutionary sequences are investigated, and two approaches are found that can evolve very competitive controllers. The division of the neural network into modules and of the task into incremental steps seems to be a precondition for success, and we analyse why this might be so

    Neuro-Controllers, scalability and adaptation

    Get PDF
    A Layered Evolution (LE) paradigm based method for the generation of a neuron-controller is developed and verified through simulations and experimentally. It is intended to solve scalability issues in systems with many behavioral modules. Each and every module is a genetically evolved neuro-controller specialized in performing a different task. The main goal is to reach a combination of different basic behavioral elements using different artificial neural-network paradigms concerning mobile robot navigation in an unknown environment. The obtained controller is evaluated over different scenarios in a structured environment, ranging from a detailed simulation model to a real experiment. Finally most important implies are shown through several focuses.Red de Universidades con Carreras en Informática (RedUNCI

    Evolving Robots on Easy Mode: Towards a Variable Complexity Controller for Quadrupeds

    Full text link
    The complexity of a legged robot's environment or task can inform how specialised its gait must be to ensure success. Evolving specialised robotic gaits demands many evaluations - acceptable for computer simulations, but not for physical robots. For some tasks, a more general gait, with lower optimization costs, could be satisfactory. In this paper, we introduce a new type of gait controller where complexity can be set by a single parameter, using a dynamic genotype-phenotype mapping. Low controller complexity leads to conservative gaits, while higher complexity allows more sophistication and high performance for demanding tasks, at the cost of optimization effort. We investigate the new controller on a virtual robot in simulations and do preliminary testing on a real-world robot. We show that having variable complexity allows us to adapt to different optimization budgets. With a high evaluation budget in simulation, a complex controller performs best. Moreover, real-world evolution with a limited evaluation budget indicates that a lower gait complexity is preferable for a relatively simple environment.Comment: Accepted to EvoApplications1

    Neuro-Controllers, scalability and adaptation

    Get PDF
    A Layered Evolution (LE) paradigm based method for the generation of a neuron-controller is developed and verified through simulations and experimentally. It is intended to solve scalability issues in systems with many behavioral modules. Each and every module is a genetically evolved neuro-controller specialized in performing a different task. The main goal is to reach a combination of different basic behavioral elements using different artificial neural-network paradigms concerning mobile robot navigation in an unknown environment. The obtained controller is evaluated over different scenarios in a structured environment, ranging from a detailed simulation model to a real experiment. Finally most important implies are shown through several focuses.Red de Universidades con Carreras en Informática (RedUNCI

    Ignorance is Bliss: A Complexity Perspective on Adapting Reactive Architectures

    Get PDF
    Abstract-We study the computational complexity of adapting a reactive architecture to meet task constraints. This computational problem has application in a wide variety of fields, including cognitive and evolutionary robotics and cognitive neuroscience. We show that-even for a rather simple world and a simple task-adapting a reactive architecture to perform a given task in the given world is N P -hard. This result implies that adapting reactive architectures is computationally intractable regardless the nature of the adaptation process (e.g., engineering, development, evolution, learning, etc.) unless very special conditions apply. In order to find such special conditions for tractability, we have performed parameterized complexity analyses. One of our main findings is that architectures with limited sensory and perceptual abilities are efficiently adaptable
    corecore