335 research outputs found
Evolving a Behavioral Repertoire for a Walking Robot
Numerous algorithms have been proposed to allow legged robots to learn to
walk. However, the vast majority of these algorithms is devised to learn to
walk in a straight line, which is not sufficient to accomplish any real-world
mission. Here we introduce the Transferability-based Behavioral Repertoire
Evolution algorithm (TBR-Evolution), a novel evolutionary algorithm that
simultaneously discovers several hundreds of simple walking controllers, one
for each possible direction. By taking advantage of solutions that are usually
discarded by evolutionary processes, TBR-Evolution is substantially faster than
independently evolving each controller. Our technique relies on two methods:
(1) novelty search with local competition, which searches for both
high-performing and diverse solutions, and (2) the transferability approach,
which com-bines simulations and real tests to evolve controllers for a physical
robot. We evaluate this new technique on a hexapod robot. Results show that
with only a few dozen short experiments performed on the robot, the algorithm
learns a repertoire of con-trollers that allows the robot to reach every point
in its reachable space. Overall, TBR-Evolution opens a new kind of learning
algorithm that simultaneously optimizes all the achievable behaviors of a
robot.Comment: 33 pages; Evolutionary Computation Journal 201
Darwin's Avatars: a Novel Combination of Gameplay and Procedural Content Generation
The co-evolution of morphology and control for virtual crea-tures enables the creation of a novel form of gameplay and procedural content generation. Starting with a creature evolved to perform a simple task such as locomotion and removing its brain, the remaining body can be employed in a compelling interactive control problem. Just as we en-joy the challenge and reward of mastering helicopter flight or learning to play a musical instrument, learning to con-trol such a creature through manual activation of its actu-ators presents an engaging and rewarding puzzle. Impor-tantly, the novelty of this challenge is inexhaustible, since the evolution of virtual creatures provides a way to proce-durally generate content for such a game. An endless series of creatures can be evolved for a task, then have their brains removed to become the gameās next human-control chal-lenge. To demonstrate this new form of gameplay and con-tent generation, a proof-of-concept gameātentatively titled Darwinās Avatarsāwas implemented using evolved creature content, and user tested. This implementation also provided a unique opportunity to compare human and evolved control of evolved virtual creatures, both qualitatively and quanti-tatively, with interesting implications for improvements and future work
Open-ended search for environments and adapted agents using MAP-Elites
Creatures in the real world constantly encounter new and diverse challenges
they have never seen before. They will often need to adapt to some of these
tasks and solve them in order to survive. This almost endless world of novel
challenges is not as common in virtual environments, where artificially
evolving agents often have a limited set of tasks to solve. An exception to
this is the field of open-endedness where the goal is to create unbounded
exploration of interesting artefacts. We want to move one step closer to
creating simulated environments similar to the diverse real world, where agents
can both find solvable tasks, and adapt to them. Through the use of MAP-Elites
we create a structured repertoire, a map, of terrains and virtual creatures
that locomote through them. By using novelty as a dimension in the grid, the
map can continuously develop to encourage exploration of new environments. The
agents must adapt to the environments found, but can also search for
environments within each cell of the grid to find the one that best fits their
set of skills. Our approach combines the structure of MAP-Elites, which can
allow the virtual creatures to use adjacent cells as stepping stones to solve
increasingly difficult environments, with open-ended innovation. This leads to
a search that is unbounded, but still has a clear structure. We find that while
handcrafted bounded dimensions for the map lead to quicker exploration of a
large set of environments, both the bounded and unbounded approach manage to
solve a diverse set of terrains
Material properties affect evolution's ability to exploit morphological computation in growing soft-bodied creatures
The concept of morphological computation holds that the
body of an agent can, under certain circumstances, exploit
the interaction with the environment to achieve useful behavior,
potentially reducing the computational burden of
the brain/controller. The conditions under which such phenomenon
arises are, however, unclear. We hypothesize that
morphological computation will be facilitated by body plans
with appropriate geometric, material, and growth properties,
while it will be hindered by other body plans in which one or
more of these three properties is not well suited to the task.
We test this by evolving the geometries and growth processes
of soft robots, with either manually-set softer or stiffer material
properties. Results support our hypothesis: we find that
for the task investigated, evolved softer robots achieve better
performances with simpler growth processes than evolved
stiffer ones. We hold that the softer robots succeed because
they are better able to exploit morphological computation.
This four-way interaction among geometry, growth, material
properties and morphological computation is but one example
phenomenon that can be investigated using the system here
introduced, that could enable future studies on the evolution
and development of generic soft-bodied creatures
Simultaneous incremental neuroevolution of motor control, navigation and object manipulation in 3D virtual creatures
There have been numerous attempts to develop 3D virtual agents by applying evolutionary processes to populations that exist in a realistic physical simulation. Whilst often contributing useful knowledge, no previous work has demonstrated the capacity to evolve a sequence of increasingly complex behaviours in a single, unified system. This thesis has this demonstration as its primary aim. A rigorous exploration of one aspect of incremental artificial evolution was carried out to understand how subtask presentations affect the whole-task generalisation performance of evolved, fixed-morphology 3D agents. Results from this work led to the design of an environmentābodyācontrol architecture that can be used
as a base for evolving multiple behaviours incrementally. A simulation based on this architecture with a more complex environment was then developed and explored. This system was then adapted to include elements of physical
manipulation as a first step toward a fully physical virtual creature environment demonstrating advanced evolved behaviours.
The thesis demonstrates that incremental evolutionary systems can be subject to problems of forgetting and loss of gradient, and that different complexification strategies have a strong bearing on the management of these issues. Presenting successive generations of the population to a full range of objective functions (covering and revisiting the range of complexity) outperforms straightforward linear or direct presentations, establishing a more robust approach to the evolution of naturalistic embodied agents. When combining this approach with a bespoke control architecture in a problem requiring reactive and deliberative behaviours, we see results that not only demonstrate success at the tasks, but also show a variety of intricate behaviours being used. This is the first ever example of the simultaneous incremental evolution in 3D of composite behaviours more complex than simple locomotion. Finally, the architecture demonstrably supports extension to manipulation in a feedback control task. Given the problem-agnostic controller architecture, these results indicate a system with potential for discovering yet more advanced behaviours in yet more complex environments
Digital control networks for virtual creatures
Robot control systems evolved with genetic algorithms traditionally take the form
of floating-point neural network models. This thesis proposes that digital control systems,
such as quantised neural networks and logical networks, may also be used for
the task of robot control. The inspiration for this is the observation that the dynamics
of discrete networks may contain cyclic attractors which generate rhythmic behaviour,
and that rhythmic behaviour underlies the central pattern generators which drive lowlevel
motor activity in the biological world.
To investigate this a series of experiments were carried out in a simulated physically
realistic 3D world. The performance of evolved controllers was evaluated on two well
known control tasksāpole balancing, and locomotion of evolved morphologies. The
performance of evolved digital controllers was compared to evolved floating-point neural
networks. The results show that the digital implementations are competitive with
floating-point designs on both of the benchmark problems. In addition, the first reported
evolution from scratch of a biped walker is presented, demonstrating that when
all parameters are left open to evolutionary optimisation complex behaviour can result
from simple components
On the Evolutionary Co-Adaptation of Morphology and Distributed Neural Controllers in Adaptive Agents
The attempt to evolve complete embodied and situated artiļ¬cial creatures in which
both morphological and control characteristics are adapted during the evolutionary
process has been and still represents a long term goal key for the artiļ¬cial life and
the evolutionary robotics community.
Loosely inspired by ancient biological organisms which are not provided with a
central nervous system and by simple organisms such as stick insects, this thesis
proposes a new genotype encoding which allows development and evolution of mor-
phology and neural controller in artiļ¬cial agents provided with a distributed neural
network.
In order to understand if this kind of network is appropriate for the evolution of
non trivial behaviours in artiļ¬cial agents, two experiments (description and results
will be shown in chapter 3) in which evolution was applied only to the controllerās
parameters were performed.
The results obtained in the ļ¬rst experiment demonstrated how distributed neural
networks can achieve a good level of organization by synchronizing the output of
oscillatory elements exploiting acceleration/deceleration mechanisms based on local
interactions.
In the second experiment few variants on the topology of neural architecture were
introduced. Results showed how this new control system was able to coordinate the
legs of a simulated hexapod robot on two diļ¬erent gaits on the basis of the external
circumstances.
After this preliminary and successful investigation, a new genotype encoding able to
develop and evolve artiļ¬cial agents with no ļ¬xed morphology and with a distributed
neural controller was proposed. A second set of experiments was thus performed
and the results obtained conļ¬rmed both the eļ¬ectiveness of genotype encoding and
the ability of distributed neural network to perform the given task.
The results have also shown the strength of genotype both in generating a wide
range of diļ¬erent morphological structures and in favouring a direct co-adaptation
between neural controller and morphology during the evolutionary process.
Furthermore the simplicity of the proposed model has showed the eļ¬ective role of
speciļ¬c elements in evolutionary experiments. In particular it has demonstrated the
importance of the environment and its complexity in evolving non-trivial behaviours
and also how adding an independent component to the ļ¬tness function could help
the evolutionary process exploring a larger space solutions avoiding a premature
convergence towards suboptimal solutions
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