2 research outputs found

    The Influence of Collective Working Memory Strategies on Agent Teams

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    Past self-organizing models of collectively moving "particles" (simulated bird flocks, fish schools, etc.) typically have been based on purely reflexive agents that have no significant memory of past movements or environmental obstacles. These agent collectives usually operate in abstract environments, but as these domains take on a greater realism, the collective requires behaviors use not only presently observed stimuli but also remembered information. It is hypothesized that the addition of a limited working memory of the environment, distributed among the collective's individuals can improve efficiency in performing tasks. This is first approached in a more traditional particle system in an abstract environment. Then it is explored for a single agent, and finally a team of agents, operating in a simulated 3-dimensional environment of greater realism. In the abstract environment, a limited distributed working memory produced a significant improvement in travel between locations, in some cases improving performance over time, while in others surprisingly achieving an immediate benefit from the influence of memory. When strategies for accumulating and manipulating memory were subsequently explored for a more realistic single agent in the 3-dimensional environment, if the agent kept a local or a cumulative working memory, its performance improved on different tasks, both when navigating nearby obstacles and, in the case of cumulative memory, when covering previously traversed terrain. When investigating a team of these agents engaged in a pursuit scenario, it was determined that a communicating and coordinating team still benefited from a working memory of the environment distributed among the agents, even with limited memory capacity. This demonstrates that a limited distributed working memory in a multi-agent system improves performance on tasks in domains of increasing complexity. This is true even though individual agents know only a fraction of the collective's entire memory, using this partial memory and interactions with others in the team to perform tasks. These results may prove useful in improving existing methodologies for control of collective movements for robotic teams, computer graphics, particle swarm optimization, and computer games, and in interpreting future experimental research on group movements in biological populations

    Evolution of Robotic Behaviour Using Gene Expression Programming

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    The main objective in automatic robot controller development is to devise mechanisms whereby robot controllers can be developed with less reliance on human developers. One such mechanism is the use of evolutionary algorithms (EAs) to automatically develop robot controllers and occasionally, robot morphology. This area of research is referred to as evolutionary robotics (ER). Through the use of evolutionary techniques such as genetic algorithms (GAs) and genetic programming (GP), ER has shown to be a promising approach through which robust robot controllers can be developed. The standard ER techniques use monolithic evolution to evolve robot behaviour: monolithic evolution involves the use of one chromosome to code for an entire target behaviour. In complex problems, monolithic evolution has been shown to suffer from bootstrap problems; that is, a lack of improvement in fitness due to randomness in the solution set [103, 105, 100, 90]. Thus, approaches to dividing the tasks, such that the main behaviours emerge from the interaction of these simple tasks with the robot environment have been devised. These techniques include the subsumption architecture in behaviour based robotics, incremental learning and more recently the layered learning approach [55, 103, 56, 105, 136, 95]. These new techniques enable ER to develop complex controllers for autonomous robot. Work presented in this thesis extends the field of evolutionary robotics by introducing Gene Expression Programming (GEP) to the ER field. GEP is a newly developed evolutionary algorithm akin to GA and GP, which has shown great promise in optimisation problems. The presented research shows through experimentation that the unique formulation of GEP genes is sufficient for robot controller representation and development. The obtained results show that GEP is a plausible technique for ER problems. Additionally, it is shown that controllers evolved using GEP algorithm are able to adapt when introduced to new environments. Further, the capabilities of GEP chromosomes to code for more than one gene have been utilised to show that GEP can be used to evolve manually sub-divided robot behaviours. Additionally, this thesis extends the GEP algorithm by proposing two new evolutionary techniques named multigenic GEP with Linker Evolution (mgGEP-LE) and multigenic GEP with a Regulator Gene (mgGEP-RG). The results obtained from the proposed algorithms show that the new techniques can be used to automatically evolve modularity in robot behaviour. This ability to automate the process of behaviour sub-division and optimisation in a modular chromosome is unique to the GEP formulations discussed, and is an important advance in the development of machines that are able to evolve stratified behavioural architectures with little human intervention
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