5 research outputs found
Modeling flocks with perceptual agents from a dynamicist perspective
Computational simulations of flocks and crowds have typically been processed by a set of logic or syntactic rules. In recent decades, a new generation of systems has emerged from dynamicist approaches in which the agents and the environment are treated as a pair of dynamical systems coupled informationally and mechanically. Their spontaneous interactions allow them to achieve the desired behavior. The main proposition assumes that the agent does not need a full model or to make inferences before taking actions; rather, the information necessary for any action can be derived from the environment with simple computations and very little internal state. In this paper, we present a simulation framework in which the agents are endowed with a sensing device, an oscillator network as controller and actuators to interact with the environment. The perception device is designed as an optic array emulating the principles of the animal retina, which assimilates stimuli resembling optic flow to be captured from the environment. The controller modulates informational variables to action variables in a sensory-motor flow. Our approach is based on the Kuramoto model that describes mathematically a network of coupled phase oscillators and the use of evolutionary algorithms, which is proved to be capable of synthesizing minimal synchronization strategies based on the dynamical coupling between agents and environment. We carry out a comparative analysis with classical implementations taking into account several criteria. It is concluded that we should consider replacing the metaphor of symbolic information processing by that of sensory-motor coordination in problems of multi-agent organizations
Cybernetic automata: An approach for the realization of economical cognition for multi-robot systems
The multi-agent robotics paradigm has attracted much attention due to the
variety of pertinent applications that are well-served by the use of a multiplicity of
agents (including space robotics, search and rescue, and mobile sensor networks). The
use of this paradigm for most applications, however, demands economical, lightweight
agent designs for reasons of longer operational life, lower economic cost, faster and
easily-verified designs, etc.
An important contributing factor to an agentâs cost is its control architecture.
Due to the emergence of novel implementation technologies carrying the promise of
economical implementation, we consider the development of a technology-independent
specification for computational machinery. To that end, the use of cybernetics toolsets
(control and dynamical systems theory) is appropriate, enabling a principled specifi-
cation of robotic control architectures in mathematical terms that could be mapped
directly to diverse implementation substrates.
This dissertation, hence, addresses the problem of developing a technologyindependent
specification for lightweight control architectures to enable robotic agents
to serve in a multi-agent scheme. We present the principled design of static and dynamical
regulators that elicit useful behaviors, and integrate these within an overall
architecture for both single and multi-agent control. Since the use of control theory
can be limited in unstructured environments, a major focus of the work is on the engineering of emergent behavior.
The proposed scheme is highly decentralized, requiring only local sensing and
no inter-agent communication. Beyond several simulation-based studies, we provide
experimental results for a two-agent system, based on a custom implementation employing
field-programmable gate arrays
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Collaborating with the Behaving Machine: simple adaptive dynamical systems for generative and interactive music
Situated at the intersection of interactive computer music and generative art, this thesis is inspired by research in Artificial Life and Autonomous Robotics and applies some of the principles and methods of these fields in a practical music context. As such the project points toward a paradigm for computer music research and performance which comple- ments current mainstream approaches and develops upon existing creative applications of Artificial Life research.
Many artists have adopted engineering techniques from the field of Artificial Life research as they seem to support a richer interactive experience with computers than is often achieved in digital interactive art. Moreover, the low level aspects of life which the research programme aims to model are often evident in these artistic appropriations in the form of bizarre and abstract but curiously familiar digital forms that somehow, despite their silicon make-up, appear to accord with biological convention.
The initial aesthetic motivation for this project was very personal and stemmed from interests in adaptive systems and improvisation and a desire to unite the two. In sim- ple terms, I wanted to invite these synthetic critters up on stage and play with them. There has been some similar research in the musical domain, but this has focused on a very small selection of specific models and techniques which have been predominantly applied as compositional tools rather than for use in live generative music. This thesis considers the advantages of the Alife approach for contemporary computer musicians and offers specific examples of simple adaptive systems as components for both compo- sitional and performance tools.
These models have been implemented in a range of generative and interactive works which are described here. These include generative sound installations, interactive instal- lations and a performance system for collaborative man-machine improvisation. Public response at exhibitions and concerts suggests that the approach taken here holds much promise
Where is cognition? Towards an embodied, situated, and distributed interactionist theory of cognitive activity
In recent years researchers from a variety of cognitive science disciplines have begun to challenge some of the core assumptions of the dominant theoretical framework of cognitivism including the representation-computational view of cognition, the sense-model-plan-act understanding of cognitive architecture, and the use of a formal task description strategy for investigating the organisation of internal mental processes. Challenges to these assumptions are illustrated using empirical findings and theoretical arguments from the fields such as situated robotics, dynamical systems approaches to cognition, situated action and distributed cognition research, and sociohistorical studies of cognitive development. Several shared themes are extracted from the findings in these research programmes including: a focus on agent-environment systems as the primary unit of analysis; an attention to agent-environment interaction dynamics; a vision of the cognizer's internal mechanisms as essentially reactive and decentralised in nature; and a tendency for mutual definitions of agent, environment, and activity. It is argued that, taken together, these themes signal the emergence of a new approach to cognition called embodied, situated, and distributed interactionism. This interactionist alternative has many resonances with the dynamical systems approach to cognition. However, this approach does not provide a theory of the implementing substrate sufficient for an interactionist theoretical framework. It is suggested that such a theory can be found in a view of animals as autonomous systems coupled with a portrayal of the nervous system as a regulatory, coordinative, and integrative bodily subsystem. Although a number of recent simulations show connectionism's promise as a computational technique in simulating the role of the nervous system from an interactionist perspective, this embodied connectionist framework does not lend itself to understanding the advanced 'representation hungry' cognition we witness in much human behaviour. It is argued that this problem can be solved by understanding advanced cognition as the re-use of basic perception-action skills and structures that this feat is enabled by a general education within a social symbol-using environment
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 Conwayâs life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MRâs 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 algorithmsâ performance on Amazonâs 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