6,933 research outputs found

    Creativity and Autonomy in Swarm Intelligence Systems

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    This work introduces two swarm intelligence algorithms -- one mimicking the behaviour of one species of ants (\emph{Leptothorax acervorum}) foraging (a `Stochastic Diffusion Search', SDS) and the other algorithm mimicking the behaviour of birds flocking (a `Particle Swarm Optimiser', PSO) -- and outlines a novel integration strategy exploiting the local search properties of the PSO with global SDS behaviour. The resulting hybrid algorithm is used to sketch novel drawings of an input image, exploliting an artistic tension between the local behaviour of the `birds flocking' - as they seek to follow the input sketch - and the global behaviour of the `ants foraging' - as they seek to encourage the flock to explore novel regions of the canvas. The paper concludes by exploring the putative `creativity' of this hybrid swarm system in the philosophical light of the `rhizome' and Deleuze's well known `Orchid and Wasp' metaphor

    A simheuristic approach for evolving agent behaviour in the exploration for novel combat tactics

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    The automatic generation of behavioural models for intelligent agents in military simulation and experimentation remains a challenge. Genetic Algorithms are a global optimization approach which is suitable for addressing complex problems where locating the global optimum is a difficult task. Unlike traditional optimisation techniques such as hill-climbing or derivatives-based methods, Genetic Algorithms are robust for addressing highly multi-modal and discontinuous search landscapes. In this paper, we outline a simheuristic GA-based approach for automatic generation of finite state machine based behavioural models of intelligent agents, where the aim is the identification of novel combat tactics. Rather than evolving states, the proposed approach evolves a sequence of transitions. We also discuss workable starting points for the use of Genetic Algorithms for such scenarios, shedding some light on the associated design and implementation difficulties

    Evolution of swarming behavior is shaped by how predators attack

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    Animal grouping behaviors have been widely studied due to their implications for understanding social intelligence, collective cognition, and potential applications in engineering, artificial intelligence, and robotics. An important biological aspect of these studies is discerning which selection pressures favor the evolution of grouping behavior. In the past decade, researchers have begun using evolutionary computation to study the evolutionary effects of these selection pressures in predator-prey models. The selfish herd hypothesis states that concentrated groups arise because prey selfishly attempt to place their conspecifics between themselves and the predator, thus causing an endless cycle of movement toward the center of the group. Using an evolutionary model of a predator-prey system, we show that how predators attack is critical to the evolution of the selfish herd. Following this discovery, we show that density-dependent predation provides an abstraction of Hamilton's original formulation of ``domains of danger.'' Finally, we verify that density-dependent predation provides a sufficient selective advantage for prey to evolve the selfish herd in response to predation by coevolving predators. Thus, our work corroborates Hamilton's selfish herd hypothesis in a digital evolutionary model, refines the assumptions of the selfish herd hypothesis, and generalizes the domain of danger concept to density-dependent predation.Comment: 25 pages, 11 figures, 5 tables, including 2 Supplementary Figures. Version to appear in "Artificial Life

    Automatic Graphics And Game Content Generation Through Evolutionary Computation

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    Simulation and game content includes the levels, models, textures, items, and other objects encountered and possessed by players during the game. In most modern video games and simulation software, the set of content shipped with the product is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly and automatically renewed, players would remain engaged longer in the evolving stream of content. This dissertation introduces three novel technologies that together realize this ambition. (1) The first, NEAT Particles, is an evolutionary method to enable users to quickly and easily create complex particle effects through a simple interactive evolutionary computation (IEC) interface. That way, particle effects become an evolvable class of content, which is exploited in the remainder of the dissertation. In particular, (2) a new algorithm called content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) is introduced that automatically generates graphical and game content while the game is played, based on the past preferences of the players. Through cgNEAT, the game platform on its own can generate novel content that is designed to satisfy its players. Finally, (3) the Galactic Arms Race (GAR) multiplayer online video game is constructed to demonstrate these techniques working on a real online gaming platform. In GAR, which was made available to the public and playable online, players pilot space ships and fight enemies to acquire unique particle system weapons that are automatically evolved by the cgNEAT algorithm. The resulting study shows that cgNEAT indeed enables players to discover a wide variety of appealing content that is not only novel, but also based on and extended from previous content that they preferred in the past. The implication is that with cgNEAT it is now possible to create applications that generate their own content to satisfy users, potentially significantly reducing the cost of content creation and considerably increasing entertainment value with a constant stream of evolving content

    Ms Pac-Man versus Ghost Team CEC 2011 competition

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    Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself. Ā© 2011 IEEE

    Tracking Cyber Adversaries with Adaptive Indicators of Compromise

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    A forensics investigation after a breach often uncovers network and host indicators of compromise (IOCs) that can be deployed to sensors to allow early detection of the adversary in the future. Over time, the adversary will change tactics, techniques, and procedures (TTPs), which will also change the data generated. If the IOCs are not kept up-to-date with the adversary's new TTPs, the adversary will no longer be detected once all of the IOCs become invalid. Tracking the Known (TTK) is the problem of keeping IOCs, in this case regular expressions (regexes), up-to-date with a dynamic adversary. Our framework solves the TTK problem in an automated, cyclic fashion to bracket a previously discovered adversary. This tracking is accomplished through a data-driven approach of self-adapting a given model based on its own detection capabilities. In our initial experiments, we found that the true positive rate (TPR) of the adaptive solution degrades much less significantly over time than the naive solution, suggesting that self-updating the model allows the continued detection of positives (i.e., adversaries). The cost for this performance is in the false positive rate (FPR), which increases over time for the adaptive solution, but remains constant for the naive solution. However, the difference in overall detection performance, as measured by the area under the curve (AUC), between the two methods is negligible. This result suggests that self-updating the model over time should be done in practice to continue to detect known, evolving adversaries.Comment: This was presented at the 4th Annual Conf. on Computational Science & Computational Intelligence (CSCI'17) held Dec 14-16, 2017 in Las Vegas, Nevada, US

    Computational intelligence based complex adaptive system-of-systems architecture evolution strategy

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    The dynamic planning for a system-of-systems (SoS) is a challenging endeavor. Large scale organizations and operations constantly face challenges to incorporate new systems and upgrade existing systems over a period of time under threats, constrained budget and uncertainty. It is therefore necessary for the program managers to be able to look at the future scenarios and critically assess the impact of technology and stakeholder changes. Managers and engineers are always looking for options that signify affordable acquisition selections and lessen the cycle time for early acquisition and new technology addition. This research helps in analyzing sequential decisions in an evolving SoS architecture based on the wave model through three key features namely; meta-architecture generation, architecture assessment and architecture implementation. Meta-architectures are generated using evolutionary algorithms and assessed using type II fuzzy nets. The approach can accommodate diverse stakeholder views and convert them to key performance parameters (KPP) and use them for architecture assessment. On the other hand, it is not possible to implement such architecture without persuading the systems to participate into the meta-architecture. To address this issue a negotiation model is proposed which helps the SoS manger to adapt his strategy based on system owners behavior. This work helps in capturing the varied differences in the resources required by systems to prepare for participation. The viewpoints of multiple stakeholders are aggregated to assess the overall mission effectiveness of the overarching objective. An SAR SoS example problem illustrates application of the method. Also a dynamic programing approach can be used for generating meta-architectures based on the wave model. --Abstract, page iii

    Tracking Cyber Adversaries with Adaptive Indicators of Compromise

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    A forensics investigation after a breach often uncovers network and host indicators of compromise (IOCs) that can be deployed to sensors to allow early detection of the adversary in the future. Over time, the adversary will change tactics, techniques, and procedures (TTPs), which will also change the data generated. If the IOCs are not kept up-to-date with the adversary's new TTPs, the adversary will no longer be detected once all of the IOCs become invalid. Tracking the Known (TTK) is the problem of keeping IOCs, in this case regular expressions (regexes), up-to-date with a dynamic adversary. Our framework solves the TTK problem in an automated, cyclic fashion to bracket a previously discovered adversary. This tracking is accomplished through a data-driven approach of self-adapting a given model based on its own detection capabilities. In our initial experiments, we found that the true positive rate (TPR) of the adaptive solution degrades much less significantly over time than the naive solution, suggesting that self-updating the model allows the continued detection of positives (i.e., adversaries). The cost for this performance is in the false positive rate (FPR), which increases over time for the adaptive solution, but remains constant for the naive solution. However, the difference in overall detection performance, as measured by the area under the curve (AUC), between the two methods is negligible. This result suggests that self-updating the model over time should be done in practice to continue to detect known, evolving adversaries.Comment: This was presented at the 4th Annual Conf. on Computational Science & Computational Intelligence (CSCI'17) held Dec 14-16, 2017 in Las Vegas, Nevada, US
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