189 research outputs found

    Investigating whether HyperNEAT produces modular neural networks

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    HyperNEAT represents a class of neuroevolutionary algorithms that captures some of the power of natural development with a computationally efficient high-level abstraction of development. This class of algorithms is intended to provide many of the desirable properties produced in biological phenotypes by natural developmental processes, such as regularity, modularity and hierarchy. While it has been previously shown that HyperNEAT produces regular artificial neural network (ANN) phenotypes, in this paper we investigated the open question of whether HyperNEAT can produce modular ANNs. We conducted such research on problems where modularity should be beneficial, and found that HyperNEAT failed to generate modular ANNs. We then imposed modularity on HyperNEAT’s phenotypes and its performance improved, demonstrating that modularity increases performance on this problem. We next tested two techniques to encourage modularity in HyperNEAT, but did not observe an increase in either modularity or performance. Finally, we conducted tests on a simpler problem that requires modularity and found that HyperNEAT was able to rapidly produce modular solutions that solved the problem. We therefore present the first documented case of HyperNEAT producing a modular phenotype, but our inability to encourage modularity on harder problems where modularity would have been beneficial suggests that more work is needed to increase the likelihood that HyperNEAT and similar algorithms produce modular ANNs in response to challenging, decomposable problems

    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

    Evolvability: What Is It and How Do We Get It?

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    Biological organisms exhibit spectacular adaptation to their environments. However, another marvel of biology lurks behind the adaptive traits that organisms exhibit over the course of their lifespans: it is hypothesized that biological organisms also exhibit adaptation to the evolutionary process itself. That is, biological organisms are thought to possess traits that facilitate evolution. The term evolvability was coined to describe this type of adaptation. The question of evolvability has special practical relevance to computer science researchers engaged in longstanding efforts to harness evolution as an algorithm for automated design. It is hoped that a more nuanced understanding of biological evolution will translate to more powerful digital evolution techniques. This thesis presents a theoretical overview of evolvability, illustrated with examples from biology and evolutionary computing

    Multiagent Learning Through Indirect Encoding

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    Designing a system of multiple, heterogeneous agents that cooperate to achieve a common goal is a difficult task, but it is also a common real-world problem. Multiagent learning addresses this problem by training the team to cooperate through a learning algorithm. However, most traditional approaches treat multiagent learning as a combination of multiple single-agent learning problems. This perspective leads to many inefficiencies in learning such as the problem of reinvention, whereby fundamental skills and policies that all agents should possess must be rediscovered independently for each team member. For example, in soccer, all the players know how to pass and kick the ball, but a traditional algorithm has no way to share such vital information because it has no way to relate the policies of agents to each other. In this dissertation a new approach to multiagent learning that seeks to address these issues is presented. This approach, called multiagent HyperNEAT, represents teams as a pattern of policies rather than individual agents. The main idea is that an agent’s location within a canonical team layout (such as a soccer team at the start of a game) tends to dictate its role within that team, called the policy geometry. For example, as soccer positions move from goal to center they become more offensive and less defensive, a concept that is compactly represented as a pattern. iii The first major contribution of this dissertation is a new method for evolving neural network controllers called HyperNEAT, which forms the foundation of the second contribution and primary focus of this work, multiagent HyperNEAT. Multiagent learning in this dissertation is investigated in predator-prey, room-clearing, and patrol domains, providing a real-world context for the approach. Interestingly, because the teams in multiagent HyperNEAT are represented as patterns they can scale up to an infinite number of multiagent policies that can be sampled from the policy geometry as needed. Thus the third contribution is a method for teams trained with multiagent HyperNEAT to dynamically scale their size without further learning. Fourth, the capabilities to both learn and scale in multiagent HyperNEAT are compared to the traditional multiagent SARSA(λ) approach in a comprehensive study. The fifth contribution is a method for efficiently learning and encoding multiple policies for each agent on a team to facilitate learning in multi-task domains. Finally, because there is significant interest in practical applications of multiagent learning, multiagent HyperNEAT is tested in a real-world military patrolling application with actual Khepera III robots. The ultimate goal is to provide a new perspective on multiagent learning and to demonstrate the practical benefits of training heterogeneous, scalable multiagent teams through generative encoding

    Dynamic treatment regimes: Technical challenges and applications

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    Dynamic treatment regimes are of growing interest across the clinical sciences because these regimes provide one way to operationalize and thus inform sequential personalized clinical decision making. Formally, a dynamic treatment regime is a sequence of decision rules, one per stage of clinical intervention. Each decision rule maps up-to-date patient information to a recommended treatment. We briefly review a variety of approaches for using data to construct the decision rules. We then review a critical inferential challenge that results from nonregularity, which often arises in this area. In particular, nonregularity arises in inference for parameters in the optimal dynamic treatment regime; the asymptotic, limiting, distribution of estimators are sensitive to local perturbations. We propose and evaluate a locally consistent Adaptive Confidence Interval (ACI) for the parameters of the optimal dynamic treatment regime. We use data from the Adaptive Pharmacological and Behavioral Treatments for Children with ADHD Trial as an illustrative example. We conclude by highlighting and discussing emerging theoretical problems in this area

    Unsupervised Language Acquisition

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    This thesis presents a computational theory of unsupervised language acquisition, precisely defining procedures for learning language from ordinary spoken or written utterances, with no explicit help from a teacher. The theory is based heavily on concepts borrowed from machine learning and statistical estimation. In particular, learning takes place by fitting a stochastic, generative model of language to the evidence. Much of the thesis is devoted to explaining conditions that must hold for this general learning strategy to arrive at linguistically desirable grammars. The thesis introduces a variety of technical innovations, among them a common representation for evidence and grammars, and a learning strategy that separates the ``content'' of linguistic parameters from their representation. Algorithms based on it suffer from few of the search problems that have plagued other computational approaches to language acquisition. The theory has been tested on problems of learning vocabularies and grammars from unsegmented text and continuous speech, and mappings between sound and representations of meaning. It performs extremely well on various objective criteria, acquiring knowledge that causes it to assign almost exactly the same structure to utterances as humans do. This work has application to data compression, language modeling, speech recognition, machine translation, information retrieval, and other tasks that rely on either structural or stochastic descriptions of language.Comment: PhD thesis, 133 page

    Worldwide Infrastructure for Neuroevolution: A Modular Library to Turn Any Evolutionary Domain into an Online Interactive Platform

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    Across many scientific disciplines, there has emerged an open opportunity to utilize the scale and reach of the Internet to collect scientific contributions from scientists and non-scientists alike. This process, called citizen science, has already shown great promise in the fields of biology and astronomy. Within the fields of artificial life (ALife) and evolutionary computation (EC) experiments in collaborative interactive evolution (CIE) have demonstrated the ability to collect thousands of experimental contributions from hundreds of users across the glob. However, such collaborative evolutionary systems can take nearly a year to build with a small team of researchers. This dissertation introduces a new developer framework enabling researchers to easily build fully persistent online collaborative experiments around almost any evolutionary domain, thereby reducing the time to create such systems to weeks for a single researcher. To add collaborative functionality to any potential domain, this framework, called Worldwide Infrastructure for Neuroevolution (WIN), exploits an important unifying principle among all evolutionary algorithms: regardless of the overall methods and parameters of the evolutionary experiment, every individual created has an explicit parent-child relationship, wherein one individual is considered the direct descendant of another. This principle alone is enough to capture and preserve the relationships and results for a wide variety of evolutionary experiments, while allowing multiple human users to meaningfully contribute. The WIN framework is first validated through two experimental domains, image evolution and a new two-dimensional virtual creature domain, Indirectly Encoded SodaRace (IESoR), that is shown to produce a visually diverse variety of ambulatory creatures. Finally, an Android application built with WIN, filters, allows users to interactively evolve custom image effects to apply to personalized photographs, thereby introducing the first CIE application available for any mobile device. Together, these collaborative experiments and new mobile application establish a comprehensive new platform for evolutionary computation that can change how researchers design and conduct citizen science online
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