9,148 research outputs found
Reset-free Trial-and-Error Learning for Robot Damage Recovery
The high probability of hardware failures prevents many advanced robots
(e.g., legged robots) from being confidently deployed in real-world situations
(e.g., post-disaster rescue). Instead of attempting to diagnose the failures,
robots could adapt by trial-and-error in order to be able to complete their
tasks. In this situation, damage recovery can be seen as a Reinforcement
Learning (RL) problem. However, the best RL algorithms for robotics require the
robot and the environment to be reset to an initial state after each episode,
that is, the robot is not learning autonomously. In addition, most of the RL
methods for robotics do not scale well with complex robots (e.g., walking
robots) and either cannot be used at all or take too long to converge to a
solution (e.g., hours of learning). In this paper, we introduce a novel
learning algorithm called "Reset-free Trial-and-Error" (RTE) that (1) breaks
the complexity by pre-generating hundreds of possible behaviors with a dynamics
simulator of the intact robot, and (2) allows complex robots to quickly recover
from damage while completing their tasks and taking the environment into
account. We evaluate our algorithm on a simulated wheeled robot, a simulated
six-legged robot, and a real six-legged walking robot that are damaged in
several ways (e.g., a missing leg, a shortened leg, faulty motor, etc.) and
whose objective is to reach a sequence of targets in an arena. Our experiments
show that the robots can recover most of their locomotion abilities in an
environment with obstacles, and without any human intervention.Comment: 18 pages, 16 figures, 3 tables, 6 pseudocodes/algorithms, video at
https://youtu.be/IqtyHFrb3BU, code at
https://github.com/resibots/chatzilygeroudis_2018_rt
Searching for test data with feature diversity
There is an implicit assumption in software testing that more diverse and
varied test data is needed for effective testing and to achieve different types
and levels of coverage. Generic approaches based on information theory to
measure and thus, implicitly, to create diverse data have also been proposed.
However, if the tester is able to identify features of the test data that are
important for the particular domain or context in which the testing is being
performed, the use of generic diversity measures such as this may not be
sufficient nor efficient for creating test inputs that show diversity in terms
of these features. Here we investigate different approaches to find data that
are diverse according to a specific set of features, such as length, depth of
recursion etc. Even though these features will be less general than measures
based on information theory, their use may provide a tester with more direct
control over the type of diversity that is present in the test data. Our
experiments are carried out in the context of a general test data generation
framework that can generate both numerical and highly structured data. We
compare random sampling for feature-diversity to different approaches based on
search and find a hill climbing search to be efficient. The experiments
highlight many trade-offs that needs to be taken into account when searching
for diversity. We argue that recurrent test data generation motivates building
statistical models that can then help to more quickly achieve feature
diversity.Comment: This version was submitted on April 14th 201
Using Centroidal Voronoi Tessellations to Scale Up the Multi-dimensional Archive of Phenotypic Elites Algorithm
The recently introduced Multi-dimensional Archive of Phenotypic Elites
(MAP-Elites) is an evolutionary algorithm capable of producing a large archive
of diverse, high-performing solutions in a single run. It works by discretizing
a continuous feature space into unique regions according to the desired
discretization per dimension. While simple, this algorithm has a main drawback:
it cannot scale to high-dimensional feature spaces since the number of regions
increase exponentially with the number of dimensions. In this paper, we address
this limitation by introducing a simple extension of MAP-Elites that has a
constant, pre-defined number of regions irrespective of the dimensionality of
the feature space. Our main insight is that methods from computational geometry
could partition a high-dimensional space into well-spread geometric regions. In
particular, our algorithm uses a centroidal Voronoi tessellation (CVT) to
divide the feature space into a desired number of regions; it then places every
generated individual in its closest region, replacing a less fit one if the
region is already occupied. We demonstrate the effectiveness of the new
"CVT-MAP-Elites" algorithm in high-dimensional feature spaces through
comparisons against MAP-Elites in maze navigation and hexapod locomotion tasks
Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network
Generative adversarial networks (GANs) are quickly becoming a ubiquitous
approach to procedurally generating video game levels. While GAN generated
levels are stylistically similar to human-authored examples, human designers
often want to explore the generative design space of GANs to extract
interesting levels. However, human designers find latent vectors opaque and
would rather explore along dimensions the designer specifies, such as number of
enemies or obstacles. We propose using state-of-the-art quality diversity
algorithms designed to optimize continuous spaces, i.e. MAP-Elites with a
directional variation operator and Covariance Matrix Adaptation MAP-Elites, to
efficiently explore the latent space of a GAN to extract levels that vary
across a set of specified gameplay measures. In the benchmark domain of Super
Mario Bros, we demonstrate how designers may specify gameplay measures to our
system and extract high-quality (playable) levels with a diverse range of level
mechanics, while still maintaining stylistic similarity to human authored
examples. An online user study shows how the different mechanics of the
automatically generated levels affect subjective ratings of their perceived
difficulty and appearance.Comment: Accepted to AAAI 202
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