12 research outputs found
Neuroevolution in Games: State of the Art and Open Challenges
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
Evolutionary design of deep neural networks
Mención Internacional en el título de doctorFor three decades, neuroevolution has applied evolutionary computation to the optimization of
the topology of artificial neural networks, with most works focusing on very simple architectures.
However, times have changed, and nowadays convolutional neural networks are the industry and
academia standard for solving a variety of problems, many of which remained unsolved before the
discovery of this kind of networks.
Convolutional neural networks involve complex topologies, and the manual design of these
topologies for solving a problem at hand is expensive and inefficient. In this thesis, our aim is to
use neuroevolution in order to evolve the architecture of convolutional neural networks.
To do so, we have decided to try two different techniques: genetic algorithms and grammatical
evolution. We have implemented a niching scheme for preserving the genetic diversity, in order
to ease the construction of ensembles of neural networks. These techniques have been validated
against the MNIST database for handwritten digit recognition, achieving a test error rate of 0.28%,
and the OPPORTUNITY data set for human activity recognition, attaining an F1 score of 0.9275.
Both results have proven very competitive when compared with the state of the art. Also, in all
cases, ensembles have proven to perform better than individual models.
Later, the topologies learned for MNIST were tested on EMNIST, a database recently introduced
in 2017, which includes more samples and a set of letters for character recognition. Results have
shown that the topologies optimized for MNIST perform well on EMNIST, proving that architectures
can be reused across domains with similar characteristics.
In summary, neuroevolution is an effective approach for automatically designing topologies for
convolutional neural networks. However, it still remains as an unexplored field due to hardware
limitations. Current advances, however, should constitute the fuel that empowers the emergence of
this field, and further research should start as of today.This Ph.D. dissertation has been partially supported by the Spanish Ministry of Education, Culture and Sports under FPU fellowship with identifier FPU13/03917.
This research stay has been partially co-funded by the Spanish Ministry of Education, Culture and Sports under FPU short stay grant with identifier EST15/00260.Programa Oficial de Doctorado en Ciencia y Tecnología InformáticaPresidente: María Araceli Sanchís de Miguel.- Secretario: Francisco Javier Segovia Pérez.- Vocal: Simon Luca
Advances in Reinforcement Learning
Reinforcement Learning (RL) is a very dynamic area in terms of theory and application. This book brings together many different aspects of the current research on several fields associated to RL which has been growing rapidly, producing a wide variety of learning algorithms for different applications. Based on 24 Chapters, it covers a very broad variety of topics in RL and their application in autonomous systems. A set of chapters in this book provide a general overview of RL while other chapters focus mostly on the applications of RL paradigms: Game Theory, Multi-Agent Theory, Robotic, Networking Technologies, Vehicular Navigation, Medicine and Industrial Logistic
Analysis and Control of Mobile Robots in Various Environmental Conditions
The world sees new inventions each day, made to make the lifestyle of humans more easy and luxurious. In such global scenario, the robots have proved themselves to be an invention of great importance. The robots are being used in almost each and every field of the human world. Continuous studies are being done on them to make them simpler and easier to work with. All fields are being unraveled to make them work better in the human world without human interference. We focus on the navigation field of these mobile robots. The aim of this thesis is to find the controller that produces the most optimal path for the robot to reach its destination without colliding or damaging itself or the environment. The techniques like Fuzzy logic, Type 2 fuzzy logic, Neural networks and Artificial bee colony have been discussed and experimented to find the best controller that could find the most optimal path for the robot to reach its goal position. Simulation and Experiments have been done alike to find out the optimal path for the robot
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Object-oriented analysis and design of computational intelligence systems
Machine learning from data, neuro-fuzzy information processing, approximate reasoning and genetic and evolutionary computation are all aspects of computational intelligence (also called soft computing methods). Soft computing methods differ from conventional computing in that they are tolerant of imprecision, uncertainty and partial truths. These characteristics can be exploited to achieve tractability, robustness and low solution costs when the solution to a complex (in machine terms) problem is required. The principal constituents of soft computing include: Neural Networks, Fuzzy Logic and Probabilistic Reasoning Systems. Genetic Algorithms (GAs), Evolutionary Algorithms, Chaos Theory', Complexity Theory and parts of Learning Theory all come under Probabilistic Reasoning Systems. Hybrid systems can be designed incorporating 2 or more aspects of soft computing that are more powerful than any of the components used in a stand alone fashion. A unified framework is needed to implement and manipulate such systems. Such a framework will allow for easy visualisation of the underlying concepts and easy modification of the resulting computer models. In this thesis, an investigation of the major aspects of computational intelligence has been carried out. The main emphasis has been placed on developing an object-oriented framework for architecting computational intelligence systems. Object models for Neural Networks, Fuzzy Logic Systems and Evolutionary Computation systems have been developed. Software has been written in C++ to realise sample implementations of the various systems. Finally, practical applications and the results of using the Neural Networks, Fuzzy Logic systems and Genetic Algorithms developed in solving real world problems are presented. A consistent notation based on the Object Modelling Technique (OMT) is used throughout the thesis to describe the software architectures from which the computer implementation models have been derived
The 1995 Goddard Conference on Space Applications of Artificial Intelligence and Emerging Information Technologies
This publication comprises the papers presented at the 1995 Goddard Conference on Space Applications of Artificial Intelligence and Emerging Information Technologies held at the NASA/Goddard Space Flight Center, Greenbelt, Maryland, on May 9-11, 1995. The purpose of this annual conference is to provide a forum in which current research and development directed at space applications of artificial intelligence can be presented and discussed
A Practical Investigation into Achieving Bio-Plausibility in Evo-Devo Neural Microcircuits Feasible in an FPGA
Many researchers has conjectured, argued, or in some cases demonstrated, that bio-plausibility can bring about emergent properties such as adaptability, scalability, fault-tolerance, self-repair, reliability, and autonomy to bio-inspired intelligent systems. Evolutionary-developmental (evo-devo) spiking neural networks are a very bio-plausible mixture of such bio-inspired intelligent systems that have been proposed and studied by a few researchers. However, the general trend is that the complexity and thus the computational cost grow with the bio-plausibility of the system. FPGAs (Field- Programmable Gate Arrays) have been used and proved to be one of the flexible and cost efficient hardware platforms for research' and development of such evo-devo systems. However, mapping a bio-plausible evo-devo spiking neural network to an FPGA is a daunting task full of different constraints and trade-offs that makes it, if not infeasible, very challenging.
This thesis explores the challenges, trade-offs, constraints, practical issues, and some possible approaches in achieving bio-plausibility in creating evolutionary developmental spiking neural microcircuits in an FPGA through a practical investigation along with a series of case studies. In this study, the system performance, cost, reliability, scalability, availability, and design and testing time and complexity are defined as measures for feasibility of a system and structural accuracy and consistency with the current knowledge in biology as measures for bio-plausibility. Investigation of the challenges starts with the hardware platform selection and then neuron, cortex, and evo-devo models and integration of these models into a whole bio-inspired intelligent system are examined one by one. For further practical investigation, a new PLAQIF Digital Neuron model, a novel Cortex model, and a new multicellular LGRN evo-devo model are designed, implemented and tested as case studies. Results and their implications for the researchers, designers of such systems, and FPGA manufacturers are discussed and concluded in form of general trends, trade-offs, suggestions, and recommendations