120 research outputs found

    Neuroevolution in Games: State of the Art and Open Challenges

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    This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution, artificial neural networks are trained through evolutionary algorithms, taking inspiration from the way biological brains evolved. We analyse the application of NE in games along five different axes, which are the role NE is chosen to play in a game, the different types of neural networks used, the way these networks are evolved, how the fitness is determined and what type of input the network receives. The article also highlights important open research challenges in the field.Comment: - Added more references - Corrected typos - Added an overview table (Table 1

    Towards Evolving More Brain-Like Artificial Neural Networks

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    An ambitious long-term goal for neuroevolution, which studies how artificial evolutionary processes can be driven to produce brain-like structures, is to evolve neurocontrollers with a high density of neurons and connections that can adapt and learn from past experience. Yet while neuroevolution has produced successful results in a variety of domains, the scale of natural brains remains far beyond reach. In this dissertation two extensions to the recently introduced Hypercube-based NeuroEvolution of Augmenting Topologies (HyperNEAT) approach are presented that are a step towards more brain-like artificial neural networks (ANNs). First, HyperNEAT is extended to evolve plastic ANNs that can learn from past experience. This new approach, called adaptive HyperNEAT, allows not only patterns of weights across the connectivity of an ANN to be generated by a function of its geometry, but also patterns of arbitrary local learning rules. Second, evolvable-substrate HyperNEAT (ES-HyperNEAT) is introduced, which relieves the user from deciding where the hidden nodes should be placed in a geometry that is potentially infinitely dense. This approach not only can evolve the location of every neuron in the network, but also can represent regions of varying density, which means resolution can increase holistically over evolution. The combined approach, adaptive ES-HyperNEAT, unifies for the first time in neuroevolution the abilities to indirectly encode connectivity through geometry, generate patterns of heterogeneous plasticity, and simultaneously encode the density and placement of nodes in space. The dissertation culminates in a major application domain that takes a step towards the general goal of adaptive neurocontrollers for legged locomotion

    Novelty-assisted Interactive Evolution Of Control Behaviors

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    The field of evolutionary computation is inspired by the achievements of natural evolution, in which there is no final objective. Yet the pursuit of objectives is ubiquitous in simulated evolution because evolutionary algorithms that can consistently achieve established benchmarks are lauded as successful, thus reinforcing this paradigm. A significant problem is that such objective approaches assume that intermediate stepping stones will increasingly resemble the final objective when in fact they often do not. The consequence is that while solutions may exist, searching for such objectives may not discover them. This problem with objectives is demonstrated through an experiment in this dissertation that compares how images discovered serendipitously during interactive evolution in an online system called Picbreeder cannot be rediscovered when they become the final objective of the very same algorithm that originally evolved them. This negative result demonstrates that pursuing an objective limits evolution by selecting offspring only based on the final objective. Furthermore, even when high fitness is achieved, the experimental results suggest that the resulting solutions are typically brittle, piecewise representations that only perform well by exploiting idiosyncratic features in the target. In response to this problem, the dissertation next highlights the importance of leveraging human insight during search as an alternative to articulating explicit objectives. In particular, a new approach called novelty-assisted interactive evolutionary computation (NA-IEC) combines human intuition with a method called novelty search for the first time to facilitate the serendipitous discovery of agent behaviors. iii In this approach, the human user directs evolution by selecting what is interesting from the on-screen population of behaviors. However, unlike in typical IEC, the user can then request that the next generation be filled with novel descendants, as opposed to only the direct descendants of typical IEC. The result of such an approach, unconstrained by a priori objectives, is that it traverses key stepping stones that ultimately accumulate meaningful domain knowledge. To establishes this new evolutionary approach based on the serendipitous discovery of key stepping stones during evolution, this dissertation consists of four key contributions: (1) The first contribution establishes the deleterious effects of a priori objectives on evolution. The second (2) introduces the NA-IEC approach as an alternative to traditional objective-based approaches. The third (3) is a proof-of-concept that demonstrates how combining human insight with novelty search finds solutions significantly faster and at lower genomic complexities than fully-automated processes, including pure novelty search, suggesting an important role for human users in the search for solutions. Finally, (4) the NA-IEC approach is applied in a challenge domain wherein leveraging human intuition and domain knowledge accelerates the evolution of solutions for the nontrivial octopus-arm control task. The culmination of these contributions demonstrates the importance of incorporating human insights into simulated evolution as a means to discovering better solutions more rapidly than traditional approaches

    The evolutionary emergence of neural organisation in computational models of primitive organisms

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    Over the decades, the question why did neural organisation emerge in the way that it did? has proved to be massively elusive. Whilst much of the literature paints a picture of common ancestry the idea that a species at the root of the tree of nervous system evolution spawned numerous descendants the actual evolutionary forces responsible for such changes, major transitions or otherwise, have been less clear. The view presented in this thesis is that via interactions with the environment, neural organisation has emerged in concert with the constraints enforced by body plan morphology and a need to process information eciently and robustly. Whilst these factors are two smaller parts of a much greater whole, their impact during the evolutionary process cannot be ignored, for they are fundamentally signicant. Thus computer simulations have been developed to provide insight into how neural organisation of an articial agent should emerge given the constraints of its body morphology, its symmetry, feedback from the environment, and a loss of energy. The first major finding is that much of the computational process of the nervous system can be ooaded to the body morphology, which has a commensurate bearing on neural architecture, neural dynamics and motor symmetry. The second major finding is that sensory feedback strengthens the dynamic coupling between the neural system and the body plan morphology, resulting in minimal neural circuitry yet more ecient agent behaviour. The third major finding is that under the constraint of energy loss, neural circuitry again emerges to be minimalistic. Throughout, an emphasis is placed on the coupling between the nervous system and body plan morphology which are known in the literature to be tightly integrated; accordingly, both are considered on equal footings

    Evolutionary control of autonomous underwater vehicles

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    The goal of Evolutionary Robotics (ER) is the development of automatic processes for the synthesis of robot control systems using evolutionary computation. The idea that it may be possible to synthesise robotic control systems using an automatic design process is appealing. However, ER is considerably more challenging and less automatic than its advocates would suggest. ER applies methods from the field of neuroevolution to evolve robot control systems. Neuroevolution is a machine learning algorithm that applies evolutionary computation to the design of Artificial Neural Networks (ANN). The aim of this thesis is to assay the practical characteristics of neuroevolution by performing bulk experiments on a set of Reinforcement Learning (RL) problems. This thesis was conducted with the view of applying neuroevolution to the design of neurocontrollers for small low-cost Autonomous Underwater Vehicles (AUV). A general approach to neuroevolution for RL problems is presented. The is selected to evolve ANN connection weights on the basis that it has shown competitive performance on continuous optimisation problems, is self-adaptive and can exploit dependencies between connection weights. Practical implementation issues are identified and discussed. A series of experiments are conducted on RL problems. These problems are representative of problems from the AUV domain, but manageable in terms of problem complexity and computational resources required. Results from these experiments are analysed to draw out practical characteristics of neuroevolution. Bulk experiments are conducted using the inverted pendulum problem. This popular control benchmark is inherently unstable, underactuated and non-linear: characteristics common to underwater vehicles. Two practical characteristics of neuroevolution are demonstrated: the importance of using randomly generated evaluation sets and the effect of evaluation noise on search performance. As part of these experiments, deficiencies in the benchmark are identified and modifications suggested. The problem of an underwater vehicle travelling to a goal in an obstacle free environment is studied. The vehicle is modelled as a Dubins car, which is a simplified model of the high-level kinematics of a torpedo class underwater vehicle. Two practical characteristics of neuroevolution are demonstrated: the importance of domain knowledge when formulating ANN inputs and how the fitness function defines the set of evolvable control policies. Paths generated by the evolved neurocontrollers are compared with known optimal solutions. A framework is presented to guide the practical application of neuroevolution to RL problems that covers a range of issues identified during the experiments conducted in this thesis. An assessment of neuroevolution concludes that it is far from automatic yet still has potential as a technique for solving reinforcement problems, although further research is required to better understand the process of evolutionary learning. The major contribution made by this thesis is a rigorous empirical study of the practical characteristics of neuroevolution as applied to RL problems. A critical, yet constructive, viewpoint is taken of neuroevolution. This viewpoint differs from much of the reseach undertaken in this field, which is often unjustifiably optimistic and tends to gloss over difficult practical issues

    Evolving Graphs by Graph Programming

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    Graphs are a ubiquitous data structure in computer science and can be used to represent solutions to difficult problems in many distinct domains. This motivates the use of Evolutionary Algorithms to search over graphs and efficiently find approximate solutions. However, existing techniques often represent and manipulate graphs in an ad-hoc manner. In contrast, rule-based graph programming offers a formal mechanism for describing relations over graphs. This thesis proposes the use of rule-based graph programming for representing and implementing genetic operators over graphs. We present the Evolutionary Algorithm Evolving Graphs by Graph Programming and a number of its extensions which are capable of learning stateful and stateless digital circuits, symbolic expressions and Artificial Neural Networks. We demonstrate that rule-based graph programming may be used to implement new and effective constraint-respecting mutation operators and show that these operators may strictly generalise others found in the literature. Through our proposal of Semantic Neutral Drift, we accelerate the search process by building plateaus into the fitness landscape using domain knowledge of equivalence. We also present Horizontal Gene Transfer, a mechanism whereby graphs may be passively recombined without disrupting their fitness. Through rigorous evaluation and analysis of over 20,000 independent executions of Evolutionary Algorithms, we establish numerous benefits of our approach. We find that on many problems, Evolving Graphs by Graph Programming and its variants may significantly outperform other approaches from the literature. Additionally, our empirical results provide further evidence that neutral drift aids the efficiency of evolutionary search

    Evolutionary reinforcement learning for vision-based general video game playing.

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    Over the past decade, video games have become increasingly utilised for research in artificial intelligence. Perhaps the most extensive use of video games has been as benchmark problems in the field of reinforcement learning. Part of the reason for this is because video games are designed to challenge humans, and as a result, developing methods capable of mastering them is considered a stepping stone to achieving human-level per- formance in real-world tasks. Of particular interest are vision-based general video game playing (GVGP) methods. These are methods that learn from pixel inputs and can be applied, without modification, across sets of games. One of the challenges in evolutionary computing is scaling up neuroevolution methods, which have proven effective at solving simpler reinforcement learning problems in the past, to tasks with high- dimensional input spaces, such as video games. This thesis proposes a novel method for vision-based GVGP that combines the representational learning power of deep neural networks and the policy learning benefits of neuroevolution. This is achieved by separating state representation and policy learning and applying neuroevolution only to the latter. The method, AutoEncoder-augmented NeuroEvolution of Augmented Topologies (AE-NEAT), uses a deep autoencoder to learn compact state representations that are used as input for policy networks evolved using NEAT. Experiments on a selection of Atari games showed that this approach can successfully evolve high-performing agents and scale neuroevolution methods that evolve both weights and topology to do- mains with high-dimensional inputs. Overall, the experiments and results demonstrate a proof-of-concept of this separated state representation and policy learning approach and show that hybrid deep learning and neuroevolution-based GVGP methods are a promising avenue for future research
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