212 research outputs found
A Framework for Automatic Behavior Generation in Multi-Function Swarms
Multi-function swarms are swarms that solve multiple tasks at once. For
example, a quadcopter swarm could be tasked with exploring an area of interest
while simultaneously functioning as ad-hoc relays. With this type of
multi-function comes the challenge of handling potentially conflicting
requirements simultaneously. Using the Quality-Diversity algorithm MAP-elites
in combination with a suitable controller structure, a framework for automatic
behavior generation in multi-function swarms is proposed. The framework is
tested on a scenario with three simultaneous tasks: exploration, communication
network creation and geolocation of RF emitters. A repertoire is evolved,
consisting of a wide range of controllers, or behavior primitives, with
different characteristics and trade-offs in the different tasks. This
repertoire would enable the swarm to transition between behavior trade-offs
online, according to the situational requirements. Furthermore, the effect of
noise on the behavior characteristics in MAP-elites is investigated. A moderate
number of re-evaluations is found to increase the robustness while keeping the
computational requirements relatively low. A few selected controllers are
examined, and the dynamics of transitioning between these controllers are
explored. Finally, the study develops a methodology for analyzing the makeup of
the resulting controllers. This is done through a parameter variation study
where the importance of individual inputs to the swarm controllers is assessed
and analyzed
Artificial intelligence in co-operative games with partial observability
This thesis investigates Artificial Intelligence in co-operative games that feature Partial Observability. Most video games feature a combination of both co-operation, as well as Partial Observability. Co-operative games are games that feature a team of at least two agents, that must achieve a shared goal of some kind. Partial Observability is the restriction of how much of an environment that an agent can observe. The research performed in this thesis examines the challenge of creating Artificial Intelligence for co-operative games that feature Partial Observability. The main contributions are that Monte-Carlo Tree Search outperforms Genetic Algorithm based agents in solving co-operative problems without communication, the creation of a co-operative Partial Observability competition promoting Artificial Intelligence research as well as an investigation of the effect of varying Partial Observability to Artificial Intelligence, and finally the creation of a high performing Monte-Carlo Tree Search agent for the game Hanabi that uses agent modelling to rationalise about other players
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