64 research outputs found
Multi-agent simulation: new approaches to exploring space-time dynamics in GIS
As part of the long term quest to develop more disaggregate, temporally dynamic models of spatial behaviour, micro-simulation has evolved to the point where the actions of many individuals can be computed. These multi-agent systems/simulation(MAS) models are a consequence of much better micro data, more powerful and user-friendly computer environments often based on parallel processing, and the generally recognised need in spatial science for modelling temporal process. In this paper, we develop a series of multi-agent models which operate in cellular space.These demonstrate the well-known principle that local action can give rise to global pattern but also how such pattern emerges as the consequence of positive feedback and learned behaviour. We first summarise the way cellular representation is important in adding new process functionality to GIS, and the way this is effected through ideas from cellular automata (CA) modelling. We then outline the key ideas of multi-agent simulation and this sets the scene for three applications to problems involving the use of agents to explore geographic space. We first illustrate how agents can be programmed to search route networks, finding shortest routes in adhoc as well as structured ways equivalent to the operation of the Bellman-Dijkstra algorithm. We then demonstrate how the agent-based approach can be used to simulate the dynamics of water flow, implying that such models can be used to effectively model the evolution of river systems. Finally we show how agents can detect the geometric properties of space, generating powerful results that are notpossible using conventional geometry, and we illustrate these ideas by computing the visual fields or isovists associated with different viewpoints within the Tate Gallery.Our forays into MAS are all based on developing reactive agent models with minimal interaction and we conclude with suggestions for how these models might incorporate cognition, planning, and stronger positive feedbacks between agents
Digital control networks for virtual creatures
Robot control systems evolved with genetic algorithms traditionally take the form
of floating-point neural network models. This thesis proposes that digital control systems,
such as quantised neural networks and logical networks, may also be used for
the task of robot control. The inspiration for this is the observation that the dynamics
of discrete networks may contain cyclic attractors which generate rhythmic behaviour,
and that rhythmic behaviour underlies the central pattern generators which drive lowlevel
motor activity in the biological world.
To investigate this a series of experiments were carried out in a simulated physically
realistic 3D world. The performance of evolved controllers was evaluated on two well
known control tasks—pole balancing, and locomotion of evolved morphologies. The
performance of evolved digital controllers was compared to evolved floating-point neural
networks. The results show that the digital implementations are competitive with
floating-point designs on both of the benchmark problems. In addition, the first reported
evolution from scratch of a biped walker is presented, demonstrating that when
all parameters are left open to evolutionary optimisation complex behaviour can result
from simple components
Artificial intelligence tools for path generation and optimisation for mobile robots
The ultimate goal in robotic systems is to develop machines that learn for themselves based on experience. In order to achieve on-line learning some software tools are needed to allow the robots to continually adapt their behaviour in order to constantly optimise their performance. This thesis presents research work focused on path planning for mobile robots with the objective of generating optimal paths for any type of mobile robot in an environment containing any number of static obstacles of any shape. The research specifically recognises that an optimal path can be defined according to several criteria including distance, time, energy consumption and risk. The easiest and most commonly used measure is to minimise distance, but this does not by itself optimise task performance, and the other criteria are generally far more important. Distance is used mainly because there is no direct method to optimise time, energy and risk as they depend on the characteristics of the robot and the environment. This is solved in this research by using a set of Artificial Intelligence tools working together to perform an optimisation process strictly on the criteria selected. The path planning system developed consists of an original and novel two-stage 4 process comprising generation followed by optimisation. Path generation is achieved using cellular automata whose behaviour has been determined by a genetic algorithm. A program called Rutar has been written in which the best behaviour found by the genetic algorithm is encoded, and it has been tested and shown to infallibly generate all the non-redundant paths between any two points around any obstacles. An interesting and valuable feature of Rutar is that the time taken to generate paths depends only on the amount of free space available in which the robot can move and therefore the more obstacles there are present, and hence the more complex the layout, the faster the execution time. The paths generated are sub-optimal solutions, which are then optimised according to the user's selection of a combination of Time, Energy, Distance and Risk criteria. The optimisation process is performed by another genetic algorithm. The original scheme used in this work allows any combination of all the desired criteria in a single optimisation process, allowing it to handle very complex non-linear problems. All of the optimisation criteria can be used in situations where the environment and the robot are considered to be unchanged during the interval in which the robot moves. This optimisation can be performed either off-line or on-line. However, the ability of the developed system to generate and optimise the paths very fast provide an opportunity for dynamic path optimisatiorý which ultimately can lead to on-line learning. This potential of the tools developed for the path planning system is explored and recommendations for further exploitation are made
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Considerations in designing a cybernetic simple 'learning' model; and an overview of the problem of modelling learning
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Learning is viewed as a central feature of living systems and must be manifested in any artifact that claims to exhibit general intelligence. The central aims of the thesis are twofold: (1) - To review and critically assess the empirical and theoretical aspects of learning as have been addressed in a multitude of disciplines, with the aim of extracting fundamental features and elements. (2) - To develop a more systematic approach to the cybernetic modelling of learning than has been achieved hitherto. In pursuit of aim (1) above the following discussions are included: Historical and Philosophical backgrounds; Natural learning, both physiological and psychological aspects; Hierarchies of learning identified in the evolutionary, functional and developmental senses; An extensive section on the general problem of modelling of learning and the formal tools, is included as a link between aims (1) and (2). Following this a systematic and historically oriented study of cybernetic and other related approaches to the problem of modelling of learning is presented. This then leads to the development of a state-of-the-art general purpose experimental cybernetic learning model. The programming and use of this model is also fully described, including an elaborate scheme for the manifestation of simple learning
Using MapReduce Streaming for Distributed Life Simulation on the Cloud
Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp
A complex systems approach to education in Switzerland
The insights gained from the study of complex systems in biological, social, and engineered systems enables us not only to observe and understand, but also to actively design systems which will be capable of successfully coping with complex and dynamically changing situations. The methods and mindset required for this approach have been applied to educational systems with their diverse levels of scale and complexity. Based on the general case made by Yaneer Bar-Yam, this paper applies the complex systems approach to the educational system in Switzerland. It confirms that the complex systems approach is valid. Indeed, many recommendations made for the general case have already been implemented in the Swiss education system. To address existing problems and difficulties, further steps are recommended. This paper contributes to the further establishment complex systems approach by shedding light on an area which concerns us all, which is a frequent topic of discussion and dispute among politicians and the public, where billions of dollars have been spent without achieving the desired results, and where it is difficult to directly derive consequences from actions taken. The analysis of the education system's different levels, their complexity and scale will clarify how such a dynamic system should be approached, and how it can be guided towards the desired performance
Parallel simulation methods for large-scale agent-based predator-prey systems : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Science at Massey University, Albany, New Zealand
The Animat is an agent-based artificial-life model that is suitable for gaining insight into the interactions of autonomous individuals in complex predator-prey systems and the emergent phenomena
they may exhibit. Certain dynamics of the model may only be present in large systems, and a large
number of agents may be required to compare with macroscopic models. Large systems can be infeasible to simulate on single-core machines due to processing time required. The model can be
parallelised to improve the performance; however, reproducing the original model behaviour and
retaining the performance gain is not straightforward.
Parallel update strategies and data structures for multi-core CPU and graphical processing units (GPUs) are developed to simulate a typical predator-prey Animat model with improved perfor-
mance while reproducing the behaviour of the original model. An analysis is presented of the model to identify dependencies and conditions the parallel update strategy must satisfy to retain original model behaviour.
The parallel update strategy for multi-core CPUs is constructed using a spatial domain decomposition approach and supporting data structure. The GPU implementation is developed with a new update strategy that consists of an iterative conflict resolution method and priority number system to
simultaneously update many agents with thousands of GPU cores. This update method is supported
by a compressed sparse data structure developed to allow for efficient memory transactions.
The performance of the Animat simulation is improved with parallelism and without a change
in model behaviour. The simulation usability is considered, and an internal agent definition system using a CUDA device Lambda feature is developed to improve the ease of configuring agents without significant changes to the program and loss of performance
How to build a biological machine using engineering materials and methods
We present work in 3D printing electric motors from basic materials as the key to building a self-replicating machine to colonise the Moon. First, we explore the nature of the biological realm to ascertain its essence, particularly in relation to the origin of life when the inanimate became animate. We take an expansive view of this to ascertain parallels between the biological and the manufactured worlds. Life must have emerged from the available raw material on Earth and, similarly, a self-replicating machine must exploit and leverage the available resources on the Moon. We then examine these lessons to explore the construction of a self-replicating machine using a universal constructor. It is through the universal constructor that the actuator emerges as critical. We propose that 3D printing constitutes an analogue of the biological ribosome and that 3D printing may constitute a universal construction mechanism. Following a description of our progress in 3D printing motors, we suggest that this engineering effort can inform biology, that motors are a key facet of living organisms and illustrate the importance of motors in biology viewed from the perspective of engineering (in the Feynman spirit of "what I cannot create, I cannot understand")
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