3 research outputs found

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

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    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

    UltraSwarm: A Further Step Towards a Flock of Miniature Helicopters

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    We describe further progress towards the development of a MAV (micro aerial vehicle) designed as an enabling tool to investigate aerial flocking. Our research focuses on the use of low cost off the shelf vehicles and sensors to enable fast prototyping and to reduce development costs. Details on the design of the embedded electronics and the modification of the chosen toy helicopter are presented, and the technique used for state estimation is described. The fusion of inertial data through an unscented Kalman filter is used to estimate the helicopter’s state, and this forms the main input to the control system. Since no detailed dynamic model of the helicopter in use is available, a method is proposed for automated system identification, and for subsequent controller design based on artificial evolution. Preliminary results obtained with a dynamic simulator of a helicopter are reported, along with some encouraging results for tackling the problem of flocking

    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
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